# \#buildcs

**URL:** https://forums.unrealengine.com/tag/buildcs/3363.md

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## [Where are build.cs and target.cs?](https://forums.unrealengine.com/t/where-are-build-cs-and-target-cs/302665)

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**Author:** [@anonymous\_user\_6c2a996b](https://forums.unrealengine.com/u/anonymous_user_6c2a996b)\
**Replies:** 9\
**Last updated:** [November 22, 2025, 10:31pm UTC](https://forums.unrealengine.com/t/where-are-build-cs-and-target-cs/302665 "2025-11-22T22:31:31Z")

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I am trying to follow the instructions for including the Steam module into my project using these instructions: https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/index.html I get to the point where it sa…

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## [Reference Error with Third-Party Library \[Chromium Embedded Framework\]](https://forums.unrealengine.com/t/reference-error-with-third-party-library-chromium-embedded-framework/2057338)

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**Author:** [@akameCE](https://forums.unrealengine.com/u/akameCE)\
**Replies:** 0\
**Last updated:** [October 7, 2024, 3:37pm UTC](https://forums.unrealengine.com/t/reference-error-with-third-party-library-chromium-embedded-framework/2057338 "2024-10-07T15:37:54Z")

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Overview: To implement browser functionality within the UE5.4 game, I attempted to include the third-party library CEF (Chromium Embedded Framework) and build the project. However, the build failed with the following er…

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## [How to debug build files?](https://forums.unrealengine.com/t/how-to-debug-build-files/1261464)

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**Author:** [@Igor\_Tceglevskii](https://forums.unrealengine.com/u/Igor_Tceglevskii)\
**Replies:** 0\
**Last updated:** [August 15, 2023, 5:09am UTC](https://forums.unrealengine.com/t/how-to-debug-build-files/1261464 "2023-08-15T05:09:08Z")

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How to debug build files? I need to trace UEBuildPlatform.cs and UEBuildAndroid.cs I build UE from sources, opened a project, found the interested file, make break points, attached debugger and tried to build the file. …

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## [Error CS1729: 'UnrealBuildTool.ModuleRules' does not contain a constructor that takes 0 arguments](https://forums.unrealengine.com/t/error-cs1729-unrealbuildtool-modulerules-does-not-contain-a-constructor-that-takes-0-arguments/468726)

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**Author:** [@UnrealFreak100](https://forums.unrealengine.com/u/UnrealFreak100)\
**Replies:** 2\
**Last updated:** [July 18, 2022, 9:46am UTC](https://forums.unrealengine.com/t/error-cs1729-unrealbuildtool-modulerules-does-not-contain-a-constructor-that-takes-0-arguments/468726 "2022-07-18T09:46:27Z")

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I am getting this error when trying to “generate visual studio project files”. I don’t know to work with c++ thing of Unreal Engine. Please help me in getting the possible fix. Thanks in Advance. here is my build.cs cod…

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## [Scripting the Editor using the WebBrowser Widget and perform oAuth2](https://forums.unrealengine.com/t/scripting-the-editor-using-the-webbrowser-widget-and-perform-oauth2/455818)

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**Author:** [@Johannes\_Knippel](https://forums.unrealengine.com/u/Johannes_Knippel)\
**Replies:** 2\
**Last updated:** [March 21, 2022, 8:50am UTC](https://forums.unrealengine.com/t/scripting-the-editor-using-the-webbrowser-widget-and-perform-oauth2/455818 "2022-03-21T08:50:00Z")

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Hello together, I am creating an Editor Widget using C++. In this window I want to perform an oAuth2 login process. For now I am trying to use the Editors WebBrowser Plugin to have some kind of pop up window in which I…

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## [UE4 using a single core on multi-core pc](https://forums.unrealengine.com/t/ue4-using-a-single-core-on-multi-core-pc/444027)

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**Author:** [@anonymous\_user\_664417c3](https://forums.unrealengine.com/u/anonymous_user_664417c3)\
**Replies:** 5\
**Last updated:** [March 2, 2022, 2:05am UTC](https://forums.unrealengine.com/t/ue4-using-a-single-core-on-multi-core-pc/444027 "2022-03-02T02:05:03Z")

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Hello, I have a 14-core workstation, however when I compile my ue4 c++ project, it will use maybe 5% utilization on a single cpu. I read comments that all cpu’s are used by default, but I don’t see this on my box. I am …

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## [Server.target.cs not being included in project solution](https://forums.unrealengine.com/t/server-target-cs-not-being-included-in-project-solution/491325)

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**Author:** [@jak6jak](https://forums.unrealengine.com/u/jak6jak)\
**Replies:** 0\
**Last updated:** [November 25, 2021, 8:35pm UTC](https://forums.unrealengine.com/t/server-target-cs-not-being-included-in-project-solution/491325 "2021-11-25T20:35:02Z")

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I have built Unreal Engine from source. And created the project with the source build. I am having trouble getting my project to recognize the “GameLiftTutorialServer.Target.cs” when I right click the uproject and gener…

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## [Get android cpu architecture in build.cs?](https://forums.unrealengine.com/t/get-android-cpu-architecture-in-build-cs/446787)

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**Author:** [@GloryOfNight](https://forums.unrealengine.com/u/GloryOfNight)\
**Replies:** 4\
**Last updated:** [October 2, 2021, 7:19pm UTC](https://forums.unrealengine.com/t/get-android-cpu-architecture-in-build-cs/446787 "2021-10-02T19:19:38Z")

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There any way to get android cpu architecture in build.cs file? I has a problem with third party lib, that have different build libraries for different cpu architecture. I want to get specific libs for specific archite…

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## [How to load different dependency modules for different build targets](https://forums.unrealengine.com/t/how-to-load-different-dependency-modules-for-different-build-targets/486091)

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**Author:** [@Joost](https://forums.unrealengine.com/u/Joost)\
**Replies:** 0\
**Last updated:** [July 12, 2021, 11:35am UTC](https://forums.unrealengine.com/t/how-to-load-different-dependency-modules-for-different-build-targets/486091 "2021-07-12T11:35:34Z")

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I’m targeting different standalone VR headsets and, for example, I need to load the Oculus plugin on the Quest and the WaveVR plugin for Vive standalone headsets. I can selectively load plugins with the different target.…

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## [Are public/private circular dependencies between modules not allowed anymore in UE4.26?](https://forums.unrealengine.com/t/are-public-private-circular-dependencies-between-modules-not-allowed-anymore-in-ue4-26/474562)

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**Author:** [@alessandroTironi](https://forums.unrealengine.com/u/alessandroTironi)\
**Replies:** 2\
**Last updated:** [May 16, 2021, 9:11am UTC](https://forums.unrealengine.com/t/are-public-private-circular-dependencies-between-modules-not-allowed-anymore-in-ue4-26/474562 "2021-05-16T09:11:34Z")

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I updated to 4.26 preview 7 today on a project with a complex modular code architecture (in other words: many Build.cs files, with both public and private dependencies). The project compiles on UE4.25, but on UE4.26p7 I …

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## [How can I print logs in the Module.Build.cs file](https://forums.unrealengine.com/t/how-can-i-print-logs-in-the-module-build-cs-file/454831)

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**Author:** [@penggao](https://forums.unrealengine.com/u/penggao)\
**Replies:** 1\
**Last updated:** [May 8, 2021, 2:12pm UTC](https://forums.unrealengine.com/t/how-can-i-print-logs-in-the-module-build-cs-file/454831 "2021-05-08T14:12:54Z")

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I tried Console.writeline() and Log.TraceInformation(), but neither of them can work? Thanks for the help.

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## [ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override](https://forums.unrealengine.com/t/error-missing-precompiled-manifest-for-launch-this-module-was-most-likely-not-flagged-for-being-included-in-a-precompiled-build-set-precompilefortargets-precompiletargetstype-any-in-launch-build-cs-to-override/482690)

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**Author:** [@Goosenomore](https://forums.unrealengine.com/u/Goosenomore)\
**Replies:** 0\
**Last updated:** [April 30, 2021, 2:26pm UTC](https://forums.unrealengine.com/t/error-missing-precompiled-manifest-for-launch-this-module-was-most-likely-not-flagged-for-being-included-in-a-precompiled-build-set-precompilefortargets-precompiletargetstype-any-in-launch-build-cs-to-override/482690 "2021-04-30T14:26:13Z")

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UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTarge…

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## ['DataPrepOperation.h' file not found despite valid build.cs config](https://forums.unrealengine.com/t/dataprepoperation-h-file-not-found-despite-valid-build-cs-config/466888)

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**Author:** [@sandwichest](https://forums.unrealengine.com/u/sandwichest)\
**Replies:** 2\
**Last updated:** [July 4, 2020, 9:47am UTC](https://forums.unrealengine.com/t/dataprepoperation-h-file-not-found-despite-valid-build-cs-config/466888 "2020-07-04T09:47:11Z")

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I am trying to build an Editor Plugin on Linux with ue4cli inside a ue4-docker container and hitting a somewhat confusing error. Notes: Same plugin builds fine on Windows the ue4-full linux docker container being use…

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## [PublicDependencyModuleNames in Plugins](https://forums.unrealengine.com/t/publicdependencymodulenames-in-plugins/457013)

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**Author:** [@RelaX92](https://forums.unrealengine.com/u/RelaX92)\
**Replies:** 0\
**Last updated:** [October 16, 2019, 3:29pm UTC](https://forums.unrealengine.com/t/publicdependencymodulenames-in-plugins/457013 "2019-10-16T15:29:11Z")

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Hi, I have a question to PublicDependencyModuleNames in plugins. I have a code plugin and I want to use code from that plugin in my project. The plugin has additional module dependencies, which my project doesn’t have.…

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## [Is it possible to use .net assemblies in ue4 like this?](https://forums.unrealengine.com/t/is-it-possible-to-use-net-assemblies-in-ue4-like-this/455759)

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**Author:** [@JackJack321](https://forums.unrealengine.com/u/JackJack321)\
**Replies:** 2\
**Last updated:** [October 8, 2019, 3:40pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-use-net-assemblies-in-ue4-like-this/455759 "2019-10-08T15:40:10Z")

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I’m linking to the page that shows what I want to do: basically I have a few .net assemblies that I want to be able to use types and functions from in a cpp actor in ue4. How would I enable the /clr flag in ue4? I’ve…

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## [How do you add a third-party lib to the engine](https://forums.unrealengine.com/t/how-do-you-add-a-third-party-lib-to-the-engine/456344)

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**Author:** [@anonymous\_user\_814115b8](https://forums.unrealengine.com/u/anonymous_user_814115b8)\
**Replies:** 1\
**Last updated:** [October 4, 2019, 10:03am UTC](https://forums.unrealengine.com/t/how-do-you-add-a-third-party-lib-to-the-engine/456344 "2019-10-04T10:03:03Z")

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So I do not want to add a third-party lib to my unreal project. I’m trying to add a third-party lib to the engine. (I’m building the engine from source.) I’ve already got it working by modifying a .build.cs file, beca…

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## [Build.cs & Target.cs adding android advertising](https://forums.unrealengine.com/t/build-cs-target-cs-adding-android-advertising/451084)

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**Author:** [@anonymous\_user\_451ef1c5](https://forums.unrealengine.com/u/anonymous_user_451ef1c5)\
**Replies:** 2\
**Last updated:** [August 25, 2019, 3:24am UTC](https://forums.unrealengine.com/t/build-cs-target-cs-adding-android-advertising/451084 "2019-08-25T03:24:40Z")

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Hi. I been looking trough the integrating instruction with Ad Mob & UE4 and I came across something I didn’t see before. It says: If you project is a \>\>\>C++\<\< project you will also need to add the appropriate modules …

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## [error: use of undeclared identifier 'FJsonObject' when packaging pluging](https://forums.unrealengine.com/t/error-use-of-undeclared-identifier-fjsonobject-when-packaging-pluging/454049)

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**Author:** [@anonymous\_user\_d2be0ce1](https://forums.unrealengine.com/u/anonymous_user_d2be0ce1)\
**Replies:** 1\
**Last updated:** [August 23, 2019, 7:07pm UTC](https://forums.unrealengine.com/t/error-use-of-undeclared-identifier-fjsonobject-when-packaging-pluging/454049 "2019-08-23T19:07:21Z")

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I’m developing a plugin, and have no issues when building a running a project using this plugin. When I try to package the plugin, however, I get this error: error: use of undeclared identifier ‘FJsonObject’ I’m includ…

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## [Possible to disable python wrapping for plugin?](https://forums.unrealengine.com/t/possible-to-disable-python-wrapping-for-plugin/453484)

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**Author:** [@MagicBots](https://forums.unrealengine.com/u/MagicBots)\
**Replies:** 1\
**Last updated:** [August 11, 2019, 3:46am UTC](https://forums.unrealengine.com/t/possible-to-disable-python-wrapping-for-plugin/453484 "2019-08-11T03:46:56Z")

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I’ve noticed that when I enable python scripting by enableing “Python Editor Script Plugin” and “Editor Scripting Utilities”, various community created plugins are unable to wrap to python, and crash the editor on build.…

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## [Fatal error trying to call function in packaged game](https://forums.unrealengine.com/t/fatal-error-trying-to-call-function-in-packaged-game/448476)

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**Author:** [@AlexeyGet](https://forums.unrealengine.com/u/AlexeyGet)\
**Replies:** 0\
**Last updated:** [May 6, 2019, 2:21pm UTC](https://forums.unrealengine.com/t/fatal-error-trying-to-call-function-in-packaged-game/448476 "2019-05-06T14:21:05Z")

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I’m trying to use Third Party Library in my plugin for write PDF document and get fatal error in builded game (Windows 64-bit). In editor all works fine. library: https://github.com/galkahana/PDF-Writer Error occurs w…

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## [Building CUDA (nvcc) code in UE4 Build System](https://forums.unrealengine.com/t/building-cuda-nvcc-code-in-ue4-build-system/438715)

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**Author:** [@anonymous\_user\_13399bb2](https://forums.unrealengine.com/u/anonymous_user_13399bb2)\
**Replies:** 1\
**Last updated:** [February 23, 2019, 5:33pm UTC](https://forums.unrealengine.com/t/building-cuda-nvcc-code-in-ue4-build-system/438715 "2019-02-23T17:33:22Z")

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Hi, so I have had no trouble building cuda static libraries in separate projects and then copying over the static library and headers into UE4 project and then linking it up. The directions in this link worked no problem…

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## [ATL/MFC with UE 4.20 and above](https://forums.unrealengine.com/t/atl-mfc-with-ue-4-20-and-above/437966)

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**Author:** [@AR5](https://forums.unrealengine.com/u/AR5)\
**Replies:** 3\
**Last updated:** [February 13, 2019, 11:22am UTC](https://forums.unrealengine.com/t/atl-mfc-with-ue-4-20-and-above/437966 "2019-02-13T11:22:28Z")

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Hi. How do I correctly include ATL headers and link with atls.lib? In UE 4.19 the build tool checked for atlmfc directory in visual studio directory and added it include directories. In UE 4.20 and above this code was…

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## [Game module name duplicate with engine module name](https://forums.unrealengine.com/t/game-module-name-duplicate-with-engine-module-name/438320)

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**Author:** [@Yu.Chen.CY](https://forums.unrealengine.com/u/Yu.Chen.CY)\
**Replies:** 0\
**Last updated:** [November 26, 2018, 6:57am UTC](https://forums.unrealengine.com/t/game-module-name-duplicate-with-engine-module-name/438320 "2018-11-26T06:57:07Z")

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my game project named “Sequencer” so it has the same name with built-in engine module. It works normally when I use as a blueprint project only, but when I convert it to a c++ project, the unreal build tool throw an erro…

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## [PublicAdditionalShadowFiles does not work in UE 4.21](https://forums.unrealengine.com/t/publicadditionalshadowfiles-does-not-work-in-ue-4-21/437964)

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**Author:** [@anonymous\_user\_606b209c](https://forums.unrealengine.com/u/anonymous_user_606b209c)\
**Replies:** 0\
**Last updated:** [November 20, 2018, 10:29am UTC](https://forums.unrealengine.com/t/publicadditionalshadowfiles-does-not-work-in-ue-4-21/437964 "2018-11-20T10:29:36Z")

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I made a plugin and it works well in lower than 4.21. However, remote build fails in 4.21 because PublicAdditionalShadowFiles does not copy the library files in “Lib” folder of my plugin to a remote server. Is this a bug…

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## [Dependency include error Build.cs](https://forums.unrealengine.com/t/dependency-include-error-build-cs/436529)

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**Author:** [@GloryOfNight](https://forums.unrealengine.com/u/GloryOfNight)\
**Replies:** 1\
**Last updated:** [November 14, 2018, 11:25pm UTC](https://forums.unrealengine.com/t/dependency-include-error-build-cs/436529 "2018-11-14T23:25:27Z")

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Hello everyone! I want to include OnlineSubsystemGooglePlay module to my project. but when I tried I receive compilation error. Build.cs file: public class Prj : ModuleRules { public Prj(ReadOnlyTargetRules Target) :…

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## [Exception when trying to use class from dynamic dll](https://forums.unrealengine.com/t/exception-when-trying-to-use-class-from-dynamic-dll/435744)

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**Author:** [@anonymous\_user\_56d3d843](https://forums.unrealengine.com/u/anonymous_user_56d3d843)\
**Replies:** 0\
**Last updated:** [October 16, 2018, 1:32pm UTC](https://forums.unrealengine.com/t/exception-when-trying-to-use-class-from-dynamic-dll/435744 "2018-10-16T13:32:16Z")

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Hi I have a new module to the engine under the 3rdparty folder. I have added both binaries in engine/binaries/thirdparty and include and libs under engine/source/thirdparty. I have created a build.cs file in the source …

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## [How to solve NDK's multiple definition while adding a new game module?](https://forums.unrealengine.com/t/how-to-solve-ndks-multiple-definition-while-adding-a-new-game-module/434884)

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**Author:** [@ElFab](https://forums.unrealengine.com/u/ElFab)\
**Replies:** 0\
**Last updated:** [October 2, 2018, 11:25am UTC](https://forums.unrealengine.com/t/how-to-solve-ndks-multiple-definition-while-adding-a-new-game-module/434884 "2018-10-02T11:25:32Z")

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Hello, i want to add a new game module in my project, all seam to work, it compile and i’m able to add class to this new game module in the editor but when i try to lauch the game on my device (from the editor) the build…

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## [IOS link .tbd library?](https://forums.unrealengine.com/t/ios-link-tbd-library/408750)

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**Author:** [@anonymous\_user\_ae7eeab3](https://forums.unrealengine.com/u/anonymous_user_ae7eeab3)\
**Replies:** 2\
**Last updated:** [June 26, 2018, 10:13am UTC](https://forums.unrealengine.com/t/ios-link-tbd-library/408750 "2018-06-26T10:13:32Z")

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i want use a third part IOS framework. and there need link some IOS official framework(and .tbd). .so .it\`s easy link .framework. But how link .tbd file?

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## [Looking in wrong directory for MyModule\_APL.xml](https://forums.unrealengine.com/t/looking-in-wrong-directory-for-mymodule-apl-xml/425582)

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**Author:** [@theonecalledtom](https://forums.unrealengine.com/u/theonecalledtom)\
**Replies:** 2\
**Last updated:** [May 22, 2018, 5:36am UTC](https://forums.unrealengine.com/t/looking-in-wrong-directory-for-mymodule-apl-xml/425582 "2018-05-22T05:36:00Z")

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emphasized textThis is something that works in 4.17 but isn’t allowing me to package in 4.19. I have some java code encased in a mymodeul\_apl.xml style plugin include. This is referenced as a runtime dependency: if (…

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## [Build.cs target.cs documentation reference](https://forums.unrealengine.com/t/build-cs-target-cs-documentation-reference/414728)

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**Author:** [@darkgaze](https://forums.unrealengine.com/u/darkgaze)\
**Replies:** 2\
**Last updated:** [January 16, 2018, 7:51pm UTC](https://forums.unrealengine.com/t/build-cs-target-cs-documentation-reference/414728 "2018-01-16T19:51:28Z")

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Hi all. This is a question that I suppose everybody that starts with this will be questioning themselves. What language is build.cs written in, so that we can search for documentation? (is it c#?) When I move code that…

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