[Solved] load DLLs in Plugins

Hello everyone,

I’m developing a plugin based on a project I already have. I’m trying to import it as a ThirdParty library. I’ve successfully created the plugin, imported the library and linked .lib and .dll, created an ActorComponent that uses the library.

Now the problem: the project I have is composed by 2 DLLs. But at runtime the Editor is able to load the module but just one of the DLLs (always the same). I tried to move the missing DLL in the Editor directory as well (where UE4Editor.exe is) but nothing. The project compiles, the game starts, but it crashes as I try to access to the library. The whole system worked in previous versions of my library.

I tried to load these libraries into another C++ project (a normal VS application) and it works, so I guess that the libraries are good.

Is there a way to understand why ue4 is not able to load that dll?

A plugin contains an ActorComponent that uses a library. The Build.cs for the plugin is

private string ThirdPartyPath
{
    get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../ThirdParty/")); }
}

private string PhaserThirdParty
{
    get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "PhaserLibrary/")); }
}

public PhaserPlugin(TargetInfo Target)
{
	PublicIncludePaths.AddRange(
		new string[] {
			"PhaserPlugin/Public", Path.Combine(PhaserThirdParty, "Include") } );
		
	PrivateIncludePaths.AddRange(
		new string[] {
			"PhaserPlugin/Private"} );
		
	PublicDependencyModuleNames.AddRange(
		new string[] {"Core", "PhaserLibrary", "Projects"} );
}

The plugin (PhaserPlugin) depends on PhaserLibrary (added in the PublicDependencyModuleNames). It uses my system, Phaser that depends on Boost and a parser I wrote for Emma XML. The related Build.cs is:

private void LoadLib(TargetInfo Target) {
    Type = ModuleType.External;

    if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
    {
        string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
        string PhaserLibPath = Path.Combine(ModuleDirectory, "Lib");
        string BoostLibPath = Path.Combine(BoostThirdParty, "Lib");
        string EmmaLibPath = Path.Combine(EmmaThirdParty, "Lib");

        PublicAdditionalLibraries.Add(Path.Combine(PhaserLibPath, PlatformString, "Phaser.lib"));
        PublicAdditionalLibraries.Add(Path.Combine(EmmaLibPath, PlatformString, "EmmaParser.lib"));
        PublicAdditionalLibraries.Add(Path.Combine(BoostLibPath, PlatformString, "libboost_system-vc140-mt-1_61.lib"));

        PublicDelayLoadDLLs.Add("Phaser.dll");
        PublicDelayLoadDLLs.Add("EmmaParser.dll");
    }
}

public PhaserLibrary(TargetInfo Target) {
    PublicIncludePaths.AddRange(
        new string[] {
            Path.Combine(BoostThirdParty, "Include"),
            Path.Combine(EmmaThirdParty, "Include"),
            Path.Combine(ModuleDirectory, "Include")
        }
    );

    LoadLib(Target);
}

Of course, all the paths have been checked

Show your Build.cs files

I solved.

I was missing other libraries, but the system didn’t say nothing.