I have some external code I’d like to add to a UE 5 project. I see the instructions on how to create a third party plugin here:
However, creating a third party plugin from within UE creates a new plugin directory with what appears to be two different types of plugin directory trees, with two different *.build.cs files.
I will probably keep the code for the third party plugin separate from the UE project so that I can keep the unit tests with the solution containing the code.
What should I be deleting and/or changing if I just want to have a DLL and some header files? (Or should I really put the source code in here so that I can compile for other platforms?)
MyUEProject
+---Binaries
+---Build
+---Config
+---Content
+---Plugins
| \---MyPlugin
| | MyPlugin.uplugin
| |
| +---Binaries
| +---Content
| +---Intermediate
| +---Resources
| \---Source
| +---MyPlugin
| | | MyPlugin.Build.cs
| | |
| | +---Private
| | | MyPlugin.cpp
| | |
| | \---Public
| | MyPlugin.h
| |
| \---ThirdParty
| \---MyPluginLibrary
| | ExampleLibrary.cpp
| | ExampleLibrary.sln
| | ExampleLibrary.vcxproj
| | ExampleLibrary.vcxproj.filters
| | MyPluginLibrary.Build.cs
| | MyPluginLibrary.tps
| |
| +---ExampleLibrary
| | \---ExampleLibrary.xcodeproj
| | project.pbxproj
| |
| +---ExampleLibrary.xcworkspace
| | contents.xcworkspacedata
| |
| +---Public
| | \---MyPluginLibrary
| | ExampleLibrary.h
| |
| \---x64
| \---Release
| ExampleLibrary.dll
| ExampleLibrary.lib
|
+---Saved
+---Source
Thanks,
Matt