I know its been a long time, maybe you found the solution or maybe quit but i will send the code i use for sharing data via staticlibrary method any way
this is .build.cs from my game prject. I needed to send some data to another application via sockets, and i add the socket part in a static library and use this library in my game. Since you are doing the same thing (static library i’m guessing) maybe this thing can help
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System;
using System.IO;
using System.Text.RegularExpressions;
public class BugsAndLizards : ModuleRules
{
public BugsAndLizards(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “HeadMountedDisplay” });
//----------------TELEMETRY
bool isLbrSupported = false;
string ThirdPartyPath = "D:/Unreal Projects/BugsAndLizards/ThirdParty/";
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLbrSupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
string LibrariesPath = Path.Combine(ThirdPartyPath, "TelemetrySender", "Libraries");
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "TelemetrySender." + PlatformString + ".lib"));
}
if (isLbrSupported)
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "TelemetrySender", "Includes"));
Definitions.Add(string.Format("WITH_TelemetrySender_BINDING={0}", isLbrSupported ? 1 : 0));
//----------------TELEMETRY
}
}