I meant more like “final result in game”. Why a dll is required in the first place (why you can’t ship exe logic in a single exe and extend it in blueprints).
Honestly you’re outside my experience here but pathing in DLC is a little tricky. If you are packaging the dll within a pak file I’ve found that:
- Paths within the pak file are relative to its mount path (use the -List UnrealPak option to see where they are).
- Paths within the pak file are the relative path between the point the pak file was created at and the files that were put in it. If you create a pak file at c:\afolder\mypakfile.pak then c:\afolder\bfolder\c.file will have the path bfolder\c.file
- Mount point for a pak file is set within the FPakPlatformFile::Mount function (i.e. final path is combination of the path provided to mount AND the path within the packfile.
- There is a second mount point, for unreal content (mounting uassets into the unreal asset browsing system). This is setup using FPackageName::RegisterMountPoint
- For this second mount point new calls with and old mountpoint will replace previous calls, so you can’t mount two things to /DLC/ you’ll need /DLC1/ and /DLC2/
Really not sure if any of this helps you! Can you see the dll in the final packaged game directory structure?
Again, you’re outside my experence but mounting a dll sounds likely platform specific and something that has seemed not supported in the few places I’ve come across it, but I look forward to someone chiming in here and detailing how its going to work (especially in a nice wrapped up portable manner!).
Good luck ![]()