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Is there a solution to link libraries according to other plugins status?

I want to link different libraries. They are all for android platform,but for different devices. Definitely,in order to develop for the specific device,I have to check another plugin. Is there a solution to do it?

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asked Apr 26 '19 at 03:59 AM in C++ Programming

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KEATE-
3 1 3

avatar image KEATE- Apr 26 '19 at 04:03 AM

Or how can I get a boolean parameter from build.cs

avatar image Lardo Deepdelver Apr 26 '19 at 10:57 AM

the only thing I can think of is that you can get defines out of build.cs files

just as an example: in the build.cs use

 if (Target.Type == TargetRules.TargetType.Server)
 {
     PublicDefinitions.Add("IS_SERVER=1");
 }
 else
 {
     PublicDefinitions.Add("IS_SERVER=0");
 }


in the c++

 #if IS_SERVER
    Do server stuff
 #endif








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1 answer: sort voted first

UE4 already provides definitions for that, UE_SERVER and platform specific like PLATFORM_ANDROID

modules also have more types then just Editor and Runtime, there ServerOnly and ClientOnly too

also there WhitelistPlatfrom option allowing to make modules build only on specific platform here example from oculus:

 "Modules": [
     {
         "Name": "OculusHMD",
         "Type": "Runtime",
         "LoadingPhase": "PostConfigInit",
         "WhitelistPlatforms": [
             "Win64",
             "Win32",
             "Android"
         ]
     }
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answered Apr 26 '19 at 10:44 PM

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Shadowriver
35.9k 928 169 1105

avatar image Lardo Deepdelver Apr 27 '19 at 07:06 AM

But how would you use that for adding removing different plugins for different android devices?

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