Hi, I’m trying to use the Boost libraries within Unreal,
but I always get the error
Cannot open source file "boost/interprocess/allocators/allocator.hpp"
and so on.
This is my build file
using System.IO;
using UnrealBuildTool;
public class varest : ModuleRules
{
private string ModulePath
{
get { return ModuleDirectory; }
}
private string ThirdPartyPath
{
get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
public varest(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
LoadBoost(Target);
}
public bool LoadBoost(TargetInfo Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLibrarySupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
}
if (isLibrarySupported)
{
// Include path
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "Boost", "Includes", "boost"));
}
Definitions.Add(string.Format("WITH_BOOST_BINDING={0}", isLibrarySupported ? 1 : 0));
return isLibrarySupported;
}
}
Can some one help? Thanks!