This is how I do it. Each Third Party lib uses a Build.cs file and the module is added as dependency in the main project’s Build.cs file.
Here is how the hypothetical module “YourLib” works.
YourLib.Build.cs:
using System;
using System.IO;
using UnrealBuildTool;
public class YourLib : ModuleRules
{
public string GetUProjectPath()
{
//Change this according to your module's relative location to your project file. If there is any better way to do this I'm interested!
//Assuming Source/ThirdParty/YourLib/
return Directory.GetParent(ModuleDirectory).Parent.Parent.ToString();
}
private void CopyToBinaries(string Filepath, TargetInfo Target)
{
string binariesDir = Path.Combine(GetUProjectPath(), "Binaries", Target.Platform.ToString());
string filename = Path.GetFileName(Filepath);
if (!Directory.Exists(binariesDir))
Directory.CreateDirectory(binariesDir);
if (!File.Exists(Path.Combine(binariesDir, filename)))
File.Copy(Filepath, Path.Combine(binariesDir, filename), true);
}
public YourLib(TargetInfo Target)
{
Type = ModuleType.External;
Definitions.Add("WITH_YOURLIB=1");
// Compile and link with YOURLIB
PublicIncludePaths.Add(ModuleDirectory + "/include");
PublicAdditionalLibraries.Add(ModuleDirectory + "/lib/YourLib.lib");
CopyToBinaries(ModuleDirectory + "/lib/YourLib.dll", Target);
}
}
Hope this helps!