Binding boost to custom module

Godot Version

Godot 4.3

Question

Hi,

I’m trying to use the boost library in a custom C++ module but I struggle to correctly link the library. When I compile the editor I have the error:
0>LINK: Error LNK1181 fatal: cannot open input file 'libboost_system-vc143-mt-gd-x64-1_87.windows.editor.dev.x86_64.lib'

  1. I’ve downloaded the boost library from boost.org and extracted it in D:\dev\boost_1_87_0
    Then, I launched the boostrap.bat to create the “b2.exe”. I then ran the command .\b2 address-model=64 link=static to build boost.

  2. The custom module is external. Here’s the SCons file content:

# SCsub

Import('env')

module_env = env.Clone()
module_env.add_source_files(env.modules_sources, "*.cpp")

module_env.Append(CPPPATH=["D:/dev/boost_1_87_0"])
env.Append(LIBPATH=["D:/dev/boost_1_87_0/stage/lib"])
env.Append(LIBS=['libboost_system-vc143-mt-gd-x64-1_87'])
  1. I first run the scons command like this:
    scons platform=windows target=editor dev_build=yes dev_mode=yes debug_symbols=yes vsproj=yes module_mono_enabled=yes custom_modules=external/custom_modules --verbose

  2. Finally, I try to build the editor using the build button from the Rider IDE.

However, I get a link error:
0>LINK: Error LNK1181 fatal: cannot open input file 'libboost_system-vc143-mt-gd-x64-1_87.windows.editor.dev.x86_64.lib'

This seems due to the suffix .windows.editor.dev.x86_64 as my boost libraries are not named with it.

What am I missing ?
Thanks