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Any way to add a third party dependency to the engine in source code (rather than statically linked?)


I'm polishing up my code for pull request 561 and I'm trying to figure out the best way to link the reference MikkTSpace implementation as third-party code. The code is in C, which means that if I put the code in the directory where I use it I get pre-compiled header errors. I've had success compiling MikkTSpace to a .lib as well and linking that statically from the Source/ThirdParty/MikkTSpace directory. But the library is quite small (<2000 lines) and open-source with a permissive license, so it just feels odd to go to the trouble to link it statically. How would I write my module rules so that I can link to the symbols in MikkTSpace.c by building MikkTSpace.c? Is it even possible with UnrealBuildTool? It seems like if it would work it would be a little less unwieldy. MikkTSpace is extremely portable and should compile anywhere.

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asked Nov 03 '14 at 03:45 PM in C++ Programming

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