DavidColson / UnrealInk

Integration of the Ink language into Unreal 4 (https://github.com/inkle/ink)
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Can't load included ink files #6

Open JohanHellgren opened 3 years ago

JohanHellgren commented 3 years ago

I'm doing something with a lot of dynamically triggered narrative events rather than one big story, so I figured that I could keep the structure clean by putting each event in its own included ink file. However, the plugin won't load these files properly:

inkerror

DavidColson commented 3 years ago

Can you share the ink file so I can reproduce this?

JohanHellgren commented 3 years ago

Sorry for the late reply. It does not appear to be project-specific, happens even if I just link one empty ink file to another in a new project.

javenschuetz commented 3 years ago

I found this too: I was unable to include any ink file from any other because of compile errors where foo.ink could not be found, or else a knot name could not be found.

Unreal 4.26

journaliciouz commented 3 years ago

Got the same issue.

I can provide an ink file but as said the problem occurs whenever you try to import a .ink file that contains INCLUDE whatever.ink in it.

I'm guessing that some compile of the .ink file happens when we import the file: Maybe a solution is to include the file handler described here? https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md#using-the-compiler

I'd check myself but my C++ is not suuuper solid, and not sure where in the source of the plugin the import actions occur :D

Thanks for the plugin!

DavidColson commented 3 years ago

Hi all, just to let you know that I'm aware of this issue and plan to fix it, just impeded by life at the moment.

DorminVR commented 2 years ago

First off this plugin is amazing, really appreciate it David!

I'm trying to find a workaround for this issue, I think I'm close but could use some help. I believe the plugin is trying to compile and export the ink file as a Json, but it runs into errors. I can export to Json from Inky without errors, so if there was a way to give that exported Json file to the Unreal plugin then theoretically that would bypass the issue? I've been digging around the C++ files, but I don't know the language at all so this is really just a shot in the dark. If anyone's found a workaround for this issue I'd love to know, ty!