Logodaedalus
Logodaedalus
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...
Refactor "wishlist" to "storySpec" and "wishlist items" (if it exists somewhere in code base) to "spec entry"
The whole "mapping a json file to a string alias and then putting that alias in an array of strings at the top of Coordinator in the proper order" is...
We need to further separate (MVC-style) the module dependencies so that all the stuff specific to our displays is done independently of the data structures of Coordinator, etc. Ideally, it...
Essentially deactivated for now (if not present in config, defaults to monologue, which doesn't really do anything currently) but there's a deactivated StoryAssembler to automatically pick fragments based on who...
Currently there are lots of state variables from playthrough initialization (scenes, etc) that don't get cleared out or reset between scenes. We need to formalize our approach and add in...
All the code is in there to route it correctly, we just don't mess with it. Update docs and tell people that setting it high can result in choices taking...
Currently StoryAssembler picks the first item in the list of valid items returned, which makes it 100% deterministic (which is good for debugging). Factor it out though, so it can...
This currently lives in Coordinator.getNextScene() Right now you'd have to manually insert your logic in there on a per-project basis. It'd be better if: 1. We establish as a convention...
To reproduce: 1. Play through a full scene (Example2) by clicking the scene link (not Begin) 2. Return to main menu In populateKnobs() when it checks length of wishlist for...