Hi [mention removed],
From speaking to an Epic dev, we came to the conclusion that probably the best way to manage this, is to build automatically the library from an external process like CMake or any external building tools, and attach it to the Unreal building process. Inside unreal from the .uproject file you can add some building “PreBuildSteps” and “PostBuildSteps” to execute any extra code you need. In this case you could execute a .bat for example that builds your library and copies all the resulting files to the unreal plugin directory.
The main idea would be that you execute the building of the external library from a .bat that ends up calling building and copying the resulting files. You can add PreBuildSteps to the .uproject and execute the .bat.
"PreBuildSteps": { "Win64": [ "echo PreBuildSteps...", "echo PreBuild Info: RootDir=$(RootDir)", "echo PreBuild Info: EngineDir=$(EngineDir)", "echo PreBuild Info: ProjectDir=$(ProjectDir)" ".../pathToBat/BuildAndCopyLibrary.bat" ] }, "PostBuildSteps": { "Win64": [ "echo PostBuildSteps...", "echo PostBuild Info: RootDir=$(RootDir)", "echo PostBuild Info: EngineDir=$(EngineDir)", "echo PostBuild Info: ProjectDir=$(ProjectDir)" ] }
This is the recomendation I’ve gotten from Epic, hope it can help with your issue.
Best,
Joan