(string LibraryName, ReadOnlyTargetRules Target)
| 139 | } |
| 140 | |
| 141 | private void AddThirdPartyLibrary(string LibraryName, ReadOnlyTargetRules Target) |
| 142 | { |
| 143 | string FullPath = Path.Combine(ThirdPartyPath, LibraryName); |
| 144 | |
| 145 | // Add include directory if it exists |
| 146 | string IncludePath = Path.Combine(FullPath, "include"); |
| 147 | if (Directory.Exists(IncludePath)) |
| 148 | { |
| 149 | PublicIncludePaths.Add(IncludePath); |
| 150 | } |
| 151 | |
| 152 | if (Target.Platform == UnrealTargetPlatform.Win64) |
| 153 | { |
| 154 | // Link all libraries in the lib directory |
| 155 | string LibPath = Path.Combine(FullPath, "lib"); |
| 156 | if (Directory.Exists(LibPath)) |
| 157 | { |
| 158 | string[] LibFiles = Directory.GetFiles(LibPath, "*.lib", SearchOption.AllDirectories); |
| 159 | foreach (string LibFile in LibFiles) |
| 160 | { |
| 161 | PublicAdditionalLibraries.Add(LibFile); |
| 162 | } |
| 163 | } |
| 164 | |
| 165 | // Stage DLLs next to executable for packaged builds |
| 166 | // Skip MSVC runtime DLLs (handled by redistributable installer) |
| 167 | string BinPath = Path.Combine(FullPath, "bin"); |
| 168 | if (Directory.Exists(BinPath)) |
| 169 | { |
| 170 | string[] DllFiles = Directory.GetFiles(BinPath, "*.dll", SearchOption.AllDirectories); |
| 171 | foreach (string DllFile in DllFiles) |
| 172 | { |
| 173 | string DllName = Path.GetFileName(DllFile); |
| 174 | if (DllName.StartsWith("vcruntime") || DllName.StartsWith("msvcp") || DllName.StartsWith("concrt")) |
| 175 | continue; |
| 176 | RuntimeDependencies.Add("$(BinaryOutputDir)/" + DllName, DllFile, StagedFileType.NonUFS); |
| 177 | PublicDelayLoadDLLs.Add(DllName); |
| 178 | } |
| 179 | } |
| 180 | } |
| 181 | else if (Target.Platform == UnrealTargetPlatform.Linux) |
| 182 | { |
| 183 | // On Linux the URLab plugin .so already gets `${ORIGIN}` added to |
| 184 | // its RPATH by UBT, so the runtime loader resolves third-party |
| 185 | // shared libs (libmujoco / lib_coacd / libzmq) from the plugin's |
| 186 | // own Binaries/Linux/ directory. The `setup_rpath_linux.sh` |
| 187 | // helper symlinks third_party/install/<pkg>/lib/*.so* into |
| 188 | // Binaries/Linux/ after the plugin builds, so no LD_LIBRARY_PATH |
| 189 | // is needed at editor / packaging time. |
| 190 | // |
| 191 | // (UBT's auto-computed relative RPATH from absolute lib paths |
| 192 | // resolves incorrectly when the plugin lives outside the host |
| 193 | // project — the ${ORIGIN}/../../../../UnrealEngine/.. chain it |
| 194 | // emits assumes engine and project share a common ancestor. |
| 195 | // Staging via $ORIGIN sidesteps that entirely.) |
| 196 | string LibPath = Path.Combine(FullPath, "lib"); |
| 197 | if (Directory.Exists(LibPath)) |
| 198 | { |
nothing calls this directly
no outgoing calls
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