Home Forums Unreal Engine 4 SDK Packaging for Tobii VR Reply To: Packaging for Tobii VR

#12435
Filip Kostic
Participant

I’ve also tried to include it in my project build.cs file with all the .dll’s listed like so:

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class JSola_ARS : ModuleRules
{
public JSola_ARS(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore” });

PrivateDependencyModuleNames.AddRange(new string[] { });

if (Target.Platform == UnrealTargetPlatform.Win64)
{
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(“C:\Users\Art Reality Studio\Documents\Unreal Projects\JSola_ARS\Plugins\TobiiEyetracking\Binaries\Win64”, “UE4Editor-TobiiCore.dll”, “UE4Editor-TobiiGTOM.dll”, “UE4Editor-TobiiInteractions.dll”)));
}

// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { “Slate”, “SlateCore” });

// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add(“OnlineSubsystem”);

// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}