In my plugin’s Build.cs file I add thirdaprty libraries to PublicAdditionalLibraries
(for .lib
s) and RuntimeDependencies
(for .dll
s). The binaries themselves placed under Source/Thirdparty path. Everything works fine for PIE and when packaged, i.e. DLLs are copied under Binaries/Win64 folder and are discovered by Unreal when loading the plugin.
However, when I build the plugin using UAT, I see no .dll
s under Binaries/Win64 folder and this causes projects that use plugin to fail loading.
These are the commands I use to build with UAT:
BuildPlugin -TargetPlatform=Win64 -Plugin=PLUGIN_PATH -Package=BUILD_PATH -precompile
.
What shall I configure in .Build.cs file in order for the thirdparty binaries to be properly copied when pre-building the plugin?