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Fix and Update Unreal Plugin for UE 5 #49
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add some logging
+ reset tags for unreal getline to keep tags line dependent
based on: https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md#fallbacks-for-external-functions it is no possible to implement a dummey/error function for each external functions. It must have ben the same name and same amount of arguments and will be executed if the external functio was not bind when needed. IF the external functions will get bind later, then it will be called the next time. Introduces new flag: "FALLBACK_FUNCTION" to add a new execution dimension Introduce new value type: `ex_fn_not_found` to signal failed excetrnal executio
So the unreal plugin is reworked:
Last Update: 20.09.2022 Please don't hesitate to test it and provide feedback :) Instructions:
A Record of the terminal side of the build process can be found here |
I'm just checking this PR out because I'm investigating Ink in UE5, but I think the attachment for "InkUnrealExample" is missing? |
ink compiler 1.1.1 is no longer able to compile TagsStory.ink / all tags tests are failing as inklecate is not able to compile ink files. This might be because of dynamic tag introduction -- RELEASE
Any pointers on how to fix this ? |
Looks like they changed the syntax. It seems the tag must now be in front of the jump.
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The notation with |
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Thanks so much for pushing a fix @JBenda 🙏 🎉 , i'll test this |
tested on mac / windows - inkcpp is working correctly (cpp library) with latest inklecate v1.1.1 |
There is no |
* choices tags not yet implemented in UE * Lists not tested in UE * fixes wrong FString to UTF8 conversion
* also added message to inkFail for Unreal
Inkcpp got many new features which are not mirrored in the Unreal Plugin. On top, many small name clashes with UE5 exists.
basic_stream::get()
atoutput.cpp:142