wrote:
Hi, I have known your question, and I really recommend you not change the third party path.
Cuz third party libs will be loaded at runtime and copied into package from Engine/Source/ThirdParty/ViveHandTracking.
You could also change the path in ViveHandTracking.cs and *.xml(UPL for AndroidManifest) as you want, then you have to copy third party into the path you set.
Please let me know if you solve it.
I'm not sure I'm understanding your response. I am not changing any ThirdParty path.
Most Unreal SDK plugins I've used in the past can be loaded from a ThirdParty path folder contained in either <Project>/Source/ThirdParty/<Plugin> or <Engine>/Source/ThirdParty/<Plugin>. If I try the first of these with the Hand Tracking SDK however, I get the error mentioned in the post. Does this mean that there is no way to use this as a plugin in a single project instead of adding it as an Engine-wide plugin? (I know Engine plugins can still be disabled on a per-project basis, but it would greatly benefit our team if we don't have to modify our Engine source directories.)