I wanted to include libotorch inside unreal to run some models.
I’ve tried both by linking directly to libtorch, linking to my wrapper library that uses libtorch or even a plugin that delays the loading of the wrapped lib.
Eitherway the editor hangs.
By debugging I’ve noticed this:
Inside WindowsCallstackTrace.cpp
void FBacktracer::AddModule(UPTRINT ModuleBase, const TCHAR* Name);
This thing iterates over every imported module opcode. And when it does it over torch_cpu.dll the NumFunctions counter is too big to end. I smell a bug there!
Did someone get it running?