DavidColson / UnrealInk

Integration of the Ink language into Unreal 4 (https://github.com/inkle/ink)
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Cannot open include file monobaseclass UE5.1 #23

Closed KadynCBR closed 1 year ago

KadynCBR commented 1 year ago
 D:\GameDev\UnrealProjects\Psionic\Plugins\UnrealInk\Source\Ink\Public\Story.h(6): fatal error C1083: Cannot open include file: 'MonoBaseClass.h': No such file or directory
Build failed.

Hi, currently trying to access the c++ api. Everything seems to work fine using it from blueprints and accessing a story, but when trying to add the c++ API, i'm unable to compile after doing

#include "Story.h

I added Ink to my build.cs as such:

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "Paper2D", "Ink" });

If anyone has any advice on how I can work through this, greatly appreciated. I'm needing the c++ API to use ink EXTERNAL functions. :)

KadynCBR commented 1 year ago

For those travelers,

There was a change in build paths for UBT.

        PublicIncludePaths.Add("$(ModuleDir)/Public");
   //     PublicIncludePaths.AddRange(
            //new string[] {
            //  Path.Combine(ModulePath, "Public")
            //}
            //);

        PublicIncludePaths.Add("$(ModuleDir)/Private");
        PublicIncludePaths.Add("$(ModuleDir)/../../ThirdParty/Mono/include");
        //     PrivateIncludePaths.AddRange(
        //new string[] {
        //             Path.Combine(ModulePath, "Private"),
        //             Path.Combine(ThirdPartyPath, "Mono", "include")
        //         }
        //);

This is how I was able to fix inside of the .build.cs for Ink to get it going.