Hi,
I’m trying to use my imitation.lib in a game demo project for my plugin here’s my build.cs for it :
public class ImitationLib : ModuleRules
{
private string ModulePath
{
get { return ModuleDirectory; }
}
private string ThirdPartyPath
{
get { return Path.GetFullPath (Path.Combine (ModulePath, "../ThirdParty/" ) ); }
}
public ImitationLib(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
bUseRTTI = true;
bEnableExceptions = true;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
"CoreUObject",
"Engine",
"InputCore",
"HeadMountedDisplay",
//added modules
"SignalProcessing",
"AudioMixer",
"XmlParser",
"AudioCapture",
"UMG"
}
);
PrivateIncludePaths.AddRange(
new string[]
{
"ImitationLib/Public",
"ImitationLib/Private/"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"InputCore",
"EditorStyle",
// ... add private dependencies that you statically link with here ...
"AudioCapture"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
//get platform target
string Platform = Target.Platform.ToString();
bool LibSupportedBool = false;
//set a libSupportedBool if target platform is Win64
if (Platform == "Win64")
LibSupportedBool = true;
else
LibSupportedBool = false;
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "FreqAEC.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "imitation.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippcore.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippcoremt.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ipps.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippsmt.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippvm.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippvmmt.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippch.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippchmt.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "libfftw3f-3.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "RingBufferLib.lib"));
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "Include"));
PublicDefinitions.Add(string.Format ("WITH_JUCE_BINDING={0}", LibSupportedBool ? 1 : 0 ) );
}
}
So when I don’t use any function from my imitation.lib everything works fine but then when I use one function from it seems to load it indefinitely and gets stuck at 75% when I launch my vsSolution (because I use the predefault loading phase in my.uplugin I think) :
Adding an imitation.lib’s function and compiling it from the live coding console doesn’t work either and the console gets stuck at “Creating Patch Image” :