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Packaging project with customs plugin Dlls

I'm doing a capture plugin similar to the Media Plugin but with more supported device and format. I need to package Dlls from a third party that I use to read various media files (mp4, H264 encoding, etc).

I modified WinPlatformAutomation.cs like this:

string plugin_dir = CombinePaths(SC.LocalRoot, "Engine/Plugins/Media/ImmersiveCapture/Binaries/Win64"); AutomationTool.CommandUtils.Log("Copy Immersive Dlls from: {0}", plugin_dir); SC.StageFiles(StagedFileType.NonUFS, plugin_dir, "*.dll");

I would like to perform that in my plugin, so it would be self-contain, but I don't know how to get the staging directory from my plugin. Any ideas?

Bryan

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asked Feb 23 '15 at 04:38 PM in Packaging & Deployment

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3dids
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avatar image 3dids Feb 23 '15 at 06:32 PM

This thread discussed the same issue. It was closed but should be reopen: https://answers.unrealengine.com/questions/56502/how-do-i-package-a-dll-in-the-binarieswin64-direct.html Bryan

avatar image Steve Hardister ♦♦ STAFF Nov 11 '15 at 02:54 PM

Hi 3dids

Thank you for taking the time to report this issue and we appreciate your patience while awaiting a response. In order to assist you in an effective manner, we would like to see if you are still having a problem with packaging Dlls from a third party when using engine version 4.9.2…

If so, please provide some simple steps, screenshots, or any other relevant pieces of information to help us reproduce the issue on our end and we will investigate the problem.

Thank you for your feedback and cooperation,

Steve H.

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Hi 3dids,

Since we have not heard back from you, we are closing this post for tracking purposes. If you are still having a problem with packaging Dlls from a third party when using engine version 4.9.2, you can respond to this post with the requested information and we will continue to investigate.

Thanks,

Steve H.

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answered Nov 18 '15 at 02:43 PM

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