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I'm try write a gdextension, and in my gdextension dll(libgdexample.windows.template_debug.x86_64.dll), I load a dependencies dll (EthutilErpc.dll), for test, when load_dll(EthutilErpc.dll) failed, print a error msg.
Loading dependencies is the responsibility of the extension itself - Godot doesn't do anything to assist with that. The [dependencies] section in .gdextension files is only for copying the dependencies into the requested location on export.
I'm not an expert on Windows, but I think the problem is that the Windows dynamic linker looks in the same directory as the executable by default. I think you need to tell it to search in the same directory as your extension. In godot-cpp, you can do something like this to get the path to your extension (untested):
Tested versions
v4.3.dev5.mono.official [89f70e9]
System information
Godot v4.3.dev5.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 5GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)
Issue description
I'm try write a gdextension, and in my gdextension dll(libgdexample.windows.template_debug.x86_64.dll), I load a dependencies dll (EthutilErpc.dll), for test, when load_dll(EthutilErpc.dll) failed, print a error msg.
And the
gdexample.gdextension
like this:And I'm put all the dlls in my
EthutilErpcDLL
folder:when export, everything was OK (the dependencies dlls auto copyed and exe run correct with dll).
But in Editor, it can't load the
EthutilErpc.dll
:(This error info print by)
Steps to reproduce
above
Minimal reproduction project (MRP)
demo.zip
ADDITION: In Editor, if i copy EthutilErpc.dll to project root folder, it can work correct.
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