5 Commits

Author SHA1 Message Date
3f2553a7cc android stub 2026-06-12 08:08:43 +02:00
47eb7c89e0 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>
2026-05-06 07:53:40 +02:00
5e8a775fa7 Consolidate Vive SDK lib + DLLs under ThirdParty/VBS_SDK/Win64/
Why: vendor SDKs distributed inside UE plugins typically ship a single
folder per platform rather than the Unix-style include/lib/bin split.
Grouping VS_PC_SDK.lib alongside the three runtime DLLs matches what
HTC and most XR SDKs publish and keeps the layout closer to what a
maintainer expects when dropping in a new SDK release.

- Move VS_PC_SDK.lib from lib/Win64/ into Win64/ alongside the DLLs.
- Remove the now-empty lib/ and bin/ subdirectories.
- Update Build.cs to use a single Win64Dir variable.
- Update FilterPlugin.ini to reference the consolidated path.

Validated by clean rebuilds of PS_ViveVBSEditor and PS_ViveVBS Win64
Development targets, both exit 0 with the three DLLs auto-copied next
to the binary.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 07:31:11 +02:00
7f9d5cbe4c Refactor ViveVBS plugin build to UE5 conventions
Why: the previous Build.cs copied the Vive DLLs manually via File.Copy
only for the Editor target, leaving Game/packaged builds with missing
runtime dependencies. The DYNAMIC_LINKAGE branch was also syntactically
broken, the SDK header/lib lived inside Source/, and the .uplugin used
the deprecated WhitelistPlatforms key.

- Move SDK to ThirdParty/VBS_SDK/{include,lib/Win64,bin/Win64}/ via
  git renames so history is preserved.
- Replace File.Copy + Editor-only branch with idiomatic
  RuntimeDependencies.Add(staged, source, NonUFS) — UBT now copies the
  DLLs next to the binary for both Editor (modular) and Game (monolithic)
  and stages them at packaging time.
- Drop dead #if DYNAMIC_LINKAGE block.
- Move SDK include path from Public to Private (no public header
  exposes Vive types) and remove the now-dead include from 4 public
  headers; add the SDK include to the 4 .cpp that actually use it.
- Rename WhitelistPlatforms -> PlatformAllowList (UE5).
- Populate FilterPlugin.ini with the ThirdParty paths so the plugin
  is redistributable when packaged standalone.

Validated by clean builds of PS_ViveVBSEditor (Win64 Development) and
PS_ViveVBS (Win64 Development Game), both exit 0, with UBT logging
the automatic Copy steps for the 3 Vive DLLs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 07:25:15 +02:00
aced61ec47 Initial Commit 2026-05-06 07:01:51 +02:00