# Load time DLL binding?

**URL:** <https://forums.unrealengine.com/t/load-time-dll-binding/358409>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 24, 2016, 1:16pm UTC](https://forums.unrealengine.com/t/load-time-dll-binding/358409 "2016-05-24T13:16:41Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Commander\_Shepard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Commander\_Shepard](https://forums.unrealengine.com/u/Commander_Shepard)\
**Post date:** [May 24, 2016, 1:16pm UTC](https://forums.unrealengine.com/t/load-time-dll-binding/358409/1 "2016-05-24T13:16:41Z")

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All the examples I see so far seem to use Runtime DLL binding using a DLL handle and looking up function name at runtime.

Is there any info on using load time DLL binding with a UE4 project?

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [May 24, 2016, 1:50pm UTC](https://forums.unrealengine.com/t/load-time-dll-binding/358409/2 "2016-05-24T13:50:33Z")

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Static linking which is about using normal C++ libraries:

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>
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You set this up to UE4 module and by making UE4 C++ you making UE4 module
