x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Issues about linking external static libraries to Unreal.

We are working on a C++ Game project for a time and we abide the MVC pattern as a project group. We used to depend on our own Rendering Engine for the (View) part but now we would like to see how Unreal would fit into our project.

The model of our project is composed of various DLL files that handle game logic, physics, networking etc. These DLLs have their respective header and lib files and they are all linked statically. These DLLs also depend on other third party libraries which again are linked statically.

I figured out that linking these DLLS can be achieved in the ".Build.cs" file. And therefore I'have written the necessary C# code within the Build.cs file to add include paths and libraries to my own Unreal Project module.

But I have several issues about linking and I hope to find answers here:

  1. Is there an API documentation of the UnrealBuildTool? I need to see what methods and variables are available to me in the ModuleRules class for instance.

  2. There may be various copies of the same library (that I would like to link) depending on the build config and platform target it was build for. These copies reside in their respective folders. Is there a way to get the current build config (i.e. DebugGameEditor etc) and platform (Win64/32) within the Build.cs file so that I can automatically change which DLLs are included to the project depending on project configuration. Otherwise I have to manually change the Build.cs file every time I would like to build my Unreal Project.

  3. It seems like Unreal Engine's default working directory is set to the Binary directory of the Engine SDK when the project is executed from the editor. Some of my DLLs do file operations that depend on their own working directory (basically where the DLL resides). I am restricted from changing their code as these DLLs are shared by multiple projects. Is there are way to change the working path of the Unreal Editor without breaking the unreal itself. Or how can this problem be solved efficiently?

Thanks a lot for your answers in advance.

Product Version: UE 4.15
Tags:
more ▼

asked Apr 13 '17 at 12:37 PM in C++ Programming

avatar image

Matiati
144 17 20 39

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question