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>
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@@ -2,5 +2,5 @@
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; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
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; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
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; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
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; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
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/ThirdParty/VBS_SDK/include/...
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/Source/ThirdParty/VBS_SDK/include/...
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/ThirdParty/VBS_SDK/Win64/...
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/Source/ThirdParty/VBS_SDK/Win64/...
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@@ -23,7 +23,7 @@ public class ViveVBS : ModuleRules
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if (Target.Platform == UnrealTargetPlatform.Win64)
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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{
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string SdkRoot = Path.Combine(PluginDirectory, "ThirdParty", "VBS_SDK");
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string SdkRoot = Path.Combine(PluginDirectory, "Source", "ThirdParty", "VBS_SDK");
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string IncludeDir = Path.Combine(SdkRoot, "include");
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string IncludeDir = Path.Combine(SdkRoot, "include");
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string Win64Dir = Path.Combine(SdkRoot, "Win64");
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string Win64Dir = Path.Combine(SdkRoot, "Win64");
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