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Specify dll location using plugin in cooked project?

I have made a plugin to interact with some exotic hardware that we use internally. This plugin depends on a third party DLL file. Lets call this file my_exotic_hardware.dll. I have successfully made the plugin work in both the editor and in runtime. My only problem right now is when I package this project the plugin DLL end up in the wrong folder.

Right now the DLL file end up in the folder:

Engine\Plugins\Runtime\MyExoticHardwarePlugin\Source\ThirdParty\ExoticHardware\64\lib\my_exotic_hardware.dll

So I every developer is forced to manually move the file from this folder to the same directory as the game executable, i.e. the root of the above path.

How do I adapt my build script so that the DLL file gets copied into the correct library during packaging? I would like to avoid the manual copy.

Product Version: UE 4.20
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asked Oct 30 '18 at 09:50 AM in Packaging & Deployment

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bjornblissingvti
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1 answer: sort voted first

This is a few months old, but since nobody has answered you, there are 2 steps:

  1. Copy the .dll file into the Binaries folder

  2. Adding the copied DLL to the runtime dependencies.

Everything below goes into your .build.cs file.

First, a couple helper functions to copy the DLL:

 public string GetUProjectPath()
 {
     return Path.Combine(ModuleDirectory, "../../../..");
 }
 
 private string CopyToProjectBinaries(string Filepath, ReadOnlyTargetRules Target)
 {
     string BinariesDir = Path.Combine(GetUProjectPath(), "Binaries", Target.Platform.ToString());
     string Filename = Path.GetFileName(Filepath);
 
     //convert relative path 
     string FullBinariesDir = Path.GetFullPath(BinariesDir);
 
     if (!Directory.Exists(FullBinariesDir))
     {
         Directory.CreateDirectory(FullBinariesDir);
     }
 
     string FullExistingPath = Path.Combine(FullBinariesDir, Filename);
     bool ValidFile = false;
 
     //File exists, check if they're the same
     if (File.Exists(FullExistingPath))
     {
         ValidFile = true;
     }
 
     //No valid existing file found, copy new dll
     if (!ValidFile)
     {
         File.Copy(Filepath, Path.Combine(FullBinariesDir, Filename), true);
     }
     return FullExistingPath;
 }

Next, make the DLL a dependency so it gets copied automatically:

 string pluginDLLPath = PATH_TO_YOUR_DLL_FILE;
 string binariesPath = CopyToProjectBinaries(pluginDLLPath, Target);
 System.Console.WriteLine("Using Python DLL: " + binariesPath);
 RuntimeDependencies.Add(binariesPath);
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answered Jan 25 '19 at 10:44 AM

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Jay2645
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