Hi Guys,
I have read a lot of blogs about importing third party libraries, unfortunately none of them are easy and convenient like Python.
May I know why and the easies way to do it?
The reason why I need import CGAL is because I need do some polygon’s calculations such as union, intersection and difference in UE(2D Geometry computation methods ).
Thanks!
Nobandegan
(Nobandegan)
December 3, 2023, 8:50am
2
Hi there
did u manage to do it?
No man, it takes too much time to get into the solution.
3dRaven
(3dRaven)
December 4, 2023, 11:17am
4
You need to make a class derived from UBlueprintFunctionLibrary
then in the cpp you can use the THIRD_PARTY_INCLUDES_START
and THIRD_PARTY_INCLUDES_END
macros to inject your needed pure c++ code.
I also use the platformtypes includes
/// normal BlueprintFunctionLibrary code above .....
THIRD_PARTY_INCLUDES_START
#include <windows.h>
#include <stdio.h>
#include <vector>
#include <iostream>
#include <string>
#include <fstream>
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#endif
/// your custom code
#if PLATFORM_WINDOWS
#include "Windows/HideWindowsPlatformTypes.h"
#endif
THIRD_PARTY_INCLUDES_END
Then you can expose functions to blueprints through static functions.
You also need to include any runtime dependencies in your build file
RuntimeDependencies.Add(Path.Combine("$(ProjectDir)","Plugins","MyDir" , "MyNeededLibrary.dll"));
1 Like
Has anybody figured this out? Im really struggling to get CGAL into unreal 5.4