The following problem is in the context of running Unreal on Linux.
We’re attempting to integrate a third party library into unreal that has been precompiled with the correct version of clang.
After going through the example docs (https://dev.epicgames.com/documentation/en\-us/unreal\-engine/integrating\-third\-party\-libraries\-into\-… ), and the template plugin that is generated when making a new plugin for third party libraries, we were only able to successfully get everything linking when we directly copied the plugin, and all the .h files into the unreal plugin directly (in the way presented in the plugin template).
On top of this, when we ran ldd on the plugin’s .so file unreal generated on build, it provided a very weird linker path to our third party .so file (which involved going from the built plugin’s .so dir to the engine dir, back to the location of the third party .so copy’s dir in our project), when we require our linking to be unrelated to the project directory it is compiled in, and either a relative path within the project, or far more ideally a direct link to the external library location stored on the server.
Attempts to run RunUAT.sh to built the plugin independently has had similar results.
We were hoping that you could provide us with a solution for linking to external libraries without having to copy the code and .so files into the plugin itself, and in a way that this plugin can then be built and brought into other unreal projects (on the same engine build) without the original project directory having to exist and be directly accessible by the external user, (or requiring recompiling).