How to load (own) DLL in Runtime?
Greetings, for my current project I need to to bind some dlls for the game (Runtime). I tested it in the Editor (PIE) and everthing worked fine but after I packaged the game I get the error, that my dlls couldn't be loaded. I find out that the Path from my plugin doesn't point to a "valid" address.
How I get the plugin address
My question is how should I bind the dll so the packaged game can find the dll? Currently the Binaries are stored in a "Binaries" folder in the "ThatCoolPlugin" folder, which is in the plugin folder.
How I load the Dlls
Some details: I used common ways to load unload the dll. My plugin settings (Rules) can be compared with the Third Party Library Example plugin. The major differents between these settings is, that my setting type is Runtime not development.
Edit: What I want to know is, what do I need to do if an plugin is from the type "Runtime", while I load dlls? I saw that in the packaged Game has a Engine/Binaries/ThirdParty folder. But their are dlls such PhysX. VR, et cetera. Is it possible to write a Plugin (or something else) which store his binaries in the same folder? or in another folder where the engine can find it?
Did you tried this set up? if you can you should link dll staticly to UE4 module.
answered Mar 02 '16 at 01:03 AM
My understanding is it isn't really supported yet due to security concerns. Having said that have a dig around the UT forums because I think others have been pursuing this avenue.
Can you refactor to get the dll logic into blueprints? This should be currently supported and is the approach I'm following but it's also a better fit for my particular distribution model.
answered Feb 27 '16 at 04:50 PM
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