UnrealInk
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Integration of the Ink language into Unreal 4 (https://github.com/inkle/ink)
Hello, you mentioned in the readme to drop you a line if the plugin hadn't been updated for the latest UE release. I'd love to use Ink in a new...
I've tried using the CurrentPathString node, but always get an empty string. I've tried it on multiple stories in multiple locations, but always get an empty string.
I'm using an Array of Story objects. One Story for each NPC in my game. Each Story initialization takes place only when I'm starting my conversation with next NPC. But...
I can put Cyrillic and other non-ASCII characters in .ink files, but they show up only as question marks in Unreal.
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...
A little bit green to this, but I was wondering since there is a mono dependency here, is that dependency still present in the final build of a game or...
Thanks for making a great plugin! I'm trying to package for Windows-64 in UE 4.26.2 (shipping configuration), and getting this error: ERROR: Missing precompiled manifest for 'Ink'. This module was...
 So this happens when I try to run a packaged build, the above screenshot is from a completely unaltered exampled project in 4.26.1. Not sure if it's a bug...
I’m working on a project that needs extensive use of the `Choose Path String` feature. I made a know and called that function with the name of the knot as...
Hi David, thanks a lot for this plugin. I am encountering infrequent desktop crashes originating in the plugin. The crashes are in UStory::ChoosePathString while invoking MonoInvoke: inline void MonoInvoke(FString MethodName,...