

In Unreal, the UnrealBuildTool handles the import of all dependencies, so we have to tell the UnrealBuildTool to include the new libraries and headers via the corresponding. Now you have to include the libraries into the Unreal/Visual Studio project. /Source/ThirdParty//include for the headers./Source/ThirdParty//lib for the libraries and.I chose the following folder structure for the third party assets: For a minimal PCL project, you probably need the „Boost“ library and headers, the „Eigen“ library and the PCL headers and following libraries (if you do not know how to create the header/lib-files, have a look at the „Building PCL / Where to get the right. Here you have to insert all the headers and libraries you want to include. Inside of your just created Plugin’s Source folder you now have to create a „ThirdParty“ folder. Additionally, the documentation might help you with this (I decided for a „Non-Game Module“): For making a plugin, I’d recommend you to use the built-in wizard (under Plugins –> New). (Later, we will also create an interface module to call functions from the editor, see „Create a Connection to your Plugin in the Editor“). The external „PCL“ module will handle the import of the Third-Party libraries (= boost/PCL headers and libraries), while the „PointCloudRenderer“ will contain our core implementation. This plugin will consist out of two modules: The „PointCloudRenderer“ and the „PCL“ module. If you’re too lazy to read and just want a proper starting point for your third party plugin or just want to use boost/PCL functions in your project, you can download the template here:īefore including PCL into Unreal, let’s start with doing the basic infrastructure, by creating an Unreal plugin. I used the Unreal Engine 4.16, Visual Studio 2017, PCL 1.8.1 and boost 1.64 all 64-bit. I hope this’ll help some folk and will help prevent Epic’s headquarters to be burned in the future. I ran into so many problems and had such a hard time finding proper answers/solutions (since Unreal’s documentation is kinda crappy regarding third party plugin creation) that I was close to burn Epic’s headquarters and once I finally figured things out, decided to make a small tutorial about including an external C++ library (on the example of the Point Cloud Library (PCL) and boost) into the Unreal Engine. I recently tried to include the Point Cloud Library into Unreal.
