Comments (4)
Sorry, I'm not sure what you mean.
There's no significant difference between linking to a windows static .lib and a mac/linux static .a file; you just need to pass in a reference to the object, as per:
What header files are you looking for?
If you need to refer to an external set of headers, you use:
Broadly speaking, LoadLibrary
does all the things you need to link to an external static library, regardless of it's source.
If you have external (eg. win api) dependencies, you'll have to link to them dynamically, by calling PublicAdditionalLibraries
on each dependency manually; there's no real shortcut for this if you're linking static code.
...so, can you clarify exactly what your question is?
from ue4-static-plugin.
I am trying to link the SFML network module and its depedent on 2 windows static libraries (ws2_32.lib and winmm.lib)
from ue4-static-plugin.
And im getting errors
this is my code
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicAdditionalLibraries.Add(@"D:\RenegadeLine\SFML-2.3.2\lib\sfml-system-s.lib");
PublicAdditionalLibraries.Add(@"D:\RenegadeLine\SFML-2.3.2\lib\sfml-network-s.lib");
PublicAdditionalLibraries.Add(@"D:\RenegadeLine\netLink-master\build\out\Release\netLink.lib");
PublicIncludePaths.Add(@"D:\RenegadeLine\netLink-master\include");
PublicIncludePaths.Add(@"D:\RenegadeLine\SFML-2.3.2\include");
Definitions.Add("WITH_SFML_BINDING=1");
Definitions.Add("WITH_NETLINK_BINDING=1");
}
These are the errors
http://prntscr.com/9wcoim
from ue4-static-plugin.
I think ideally you want to provide the source code to the libs rather than provide the compiled libs. The example is providing source code to the libs they are using and then compiling them during build time if I understand correctly.
Edit: I think I'm wrong. Sorry about that.
from ue4-static-plugin.
Related Issues (2)
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