LGW_DesertEagle_PWN
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Posts posted by LGW_DesertEagle_PWN
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Title says it all. Is there a way to install the plugin to my Unreal C++ project without copying the ThirdParty libs to the Engine directory? When I copy the ViveHandTracking source folder under ThirdParty (i.e. <PROJECT>/Source/ThirdParty/ViveHandTracking) and copy the ViveHandTracking plugin folder to my project Plugins folder (<PROJECT>/Plugins/ViveHandTracking) I get the following build error (after wiping temp files, regenerating the .sln and attempting a rebuild):
Anyone see what is causing this to fail?
It doesn't seem to be building properly even though the local machine path to the .dll is:
"<PROJECT>/Source/ThirdParty/ViveHandTracking/libs/aristo_interface.dll".
Any help?
Installing Vive HandTracking Unreal Plugin as an Unreal project plugin instead of Engine Plugin.
in VIVE Hand Tracking SDK
Posted
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.)