I’m planning to integrate a third-party plugin into my Unreal Engine project, but I’m unsure about the best way to do it without causing conflicts or build errors.
Could anyone guide me through the recommended steps for installing and managing third-party plugins? Also, how do you handle plugin updates and compatibility issues across different Unreal Engine versions?
I appreciate any advice or resources you can share. Thanks in advance!
All the problems (and solutions) are in the .build.cs file. See how it’s implemented in the engine’s existing libraries.
At one time, I tried (partially successfully) to add PDF file creation via the library APIs (ImageMagic, libharu, Aspose.PDF, etc.). It was a pain…
But basically, you need to specify the location of the .lib and .dll files in the config file so that they end up (duplicated) in the correct folder where the engine will use them upon startup. This is all that separates your from a successful compilation.