I read a ton of topics in the English forums on ue4, but did not figure it out. I want to add the source code of the library to the project and make an adapter for it and use it in the game. The question is how to add the actual code? If I just throw off the code in Source I’ll have to do in each file include "MyProject.h" , and the code is a ton. Yes, and I would like to debug it as a separate application with my own CMakeLists.txt and my front-end, and not compile each minifix in the UE itself and debug through it. I just want to include only those headers from the library that are really needed. Guides are very complex and not obvious, perhaps someone faced this problem. (I do cross-platform application on android, ios, linux, windows)

  • You probably should deal with the work of the preprocessor and linker. Then find out which header files and which binary artifacts will be required to use the library. Then look into the documentation for your compiler / build system and find out exactly how the compiler and linker are configured. - VTT
  • @VTT think it is not. Here is a rather simple case. In fact, it is not even a library at all, it is code that does not depend on the platform. This library only generates certain data, there is only source code without binary artifacts. The whole problem in detecting the problem is UE - Herrgott

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