# Thirdparty static library in mac

**URL:** <https://forums.unrealengine.com/t/thirdparty-static-library-in-mac/303622>\
**Category:** Platform & Builds\
**Tags:** MAC-OS-X, unreal-engine, question\
**Created:** [January 11, 2015, 11:45am UTC](https://forums.unrealengine.com/t/thirdparty-static-library-in-mac/303622 "2015-01-11T11:45:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dorgon\_chang](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dorgon_chang/32/1124941_2.png) [@dorgon\_chang](https://forums.unrealengine.com/u/dorgon_chang)\
**Post date:** [January 11, 2015, 11:45am UTC](https://forums.unrealengine.com/t/thirdparty-static-library-in-mac/303622/1 "2015-01-11T11:45:38Z")

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hi, i am trying to add boost library into my UE4 project(4.6), but it can’t find .a file when I try to compile it using xcode.(it is working in VisualStudio).

I add library search path by using “PublicLibraryPaths.Add(LibrariesMacPath);”,  
but it seems didn’t know the library path I am specify.

the only path it know is: UnrealEngine/Engine/Source/

when i put .a file under the folder, it just working without any problem.(And in xcode Library Search Path is empty, if I put correct library path here also working.)

Is any one know how to solve this problem? or it is XcodeProjectFileGenerator’s bug?

you can find my Build.cs here: [Dropbox - Boost.Build.cs - Simplify your life](https://www.dropbox.com/s/h3kqr6c8ukudh4c/Boost.Build.cs?dl=0)

thanks

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<div class="post-metadata">

**Author:** ![dorgon\_chang](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dorgon_chang/32/1124941_2.png) [@dorgon\_chang](https://forums.unrealengine.com/u/dorgon_chang)\
**Post date:** [January 11, 2015, 3:03pm UTC](https://forums.unrealengine.com/t/thirdparty-static-library-in-mac/303622/2 "2015-01-11T15:03:24Z")

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I solve this problem by myself,  
it need assign full path of .a, then build system can find library path…

Here is my solution in case someone waste another day : (

use:  
string libBoostSystem = LibrariesMacPath + “/libboost\_system.a”;  
PublicAdditionalLibraries.Add(libBoostSystem);

instead of :  
PublicAdditionalLibraries.Add(“libboost\_system.a”);
