Windows has a fairly inflexible model for loading DLLs. It will use the other settings you define in that file by adding the listed include paths to the compile environment, setting the appropriate macros, and linking against the given static libraries. The ModuleType.External setting tells the engine not to look for (or compile) source code. build.cs should be in a normal folder where the engine looks for modules, such as Engine/Source or MyProject/Source. PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "lib", "foo.a")) Add any import libraries or static libraries PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "inc")) PublicDefinitions.Add("WITH_MYTHIRDPARTYLIBRARY=1") Public MyThirdPartyLibrary(ReadOnlyTargetRules Target) : base(Target) Public class MyThirdPartyLibrary : ModuleRules To create a module that doesn't have any source code and exists for consumption by other modules, create a. build.cs file, and third-party libraries are no different. Regular Unreal Engine C++ modules are configured using a. To create a new plugin using this, select New Plugin from the plugin browser window and scroll down to the Third Party Plugin template. The plugin browser in the editor has a template for integrating third-party libraries. When developing plugins that use third-party libraries, it is more convenient to include the third-party software within the plugin directory. This is a convention for engine modules, and not required. The Unreal Engine source code includes several third-party libraries, which are stored under UnrealEngine/Engine/Source/ThirdParty/.
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