Move VBS_SDK ThirdParty under Source/

Why: Epic's own engine layout puts third-party libraries under
Engine/Source/ThirdParty/, treating them as compile-time inputs
alongside the modules. Aligning the plugin with this convention keeps
all build inputs (modules + third-party) self-contained under Source/.

- Rename Plugins/PS_ViveVBS/ThirdParty/ -> Plugins/PS_ViveVBS/Source/ThirdParty/.
- Update SdkRoot in Build.cs to Path.Combine(PluginDirectory, "Source", "ThirdParty", "VBS_SDK").
- Update FilterPlugin.ini paths.

Validated by clean rebuilds of Editor and Game Win64 Development
targets, both exit 0.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-06 07:53:40 +02:00
parent 5e8a775fa7
commit 47eb7c89e0
7 changed files with 3 additions and 3 deletions

View File

@@ -2,5 +2,5 @@
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and ; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively. ; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
/ThirdParty/VBS_SDK/include/... /Source/ThirdParty/VBS_SDK/include/...
/ThirdParty/VBS_SDK/Win64/... /Source/ThirdParty/VBS_SDK/Win64/...

View File

@@ -23,7 +23,7 @@ public class ViveVBS : ModuleRules
if (Target.Platform == UnrealTargetPlatform.Win64) if (Target.Platform == UnrealTargetPlatform.Win64)
{ {
string SdkRoot = Path.Combine(PluginDirectory, "ThirdParty", "VBS_SDK"); string SdkRoot = Path.Combine(PluginDirectory, "Source", "ThirdParty", "VBS_SDK");
string IncludeDir = Path.Combine(SdkRoot, "include"); string IncludeDir = Path.Combine(SdkRoot, "include");
string Win64Dir = Path.Combine(SdkRoot, "Win64"); string Win64Dir = Path.Combine(SdkRoot, "Win64");