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Can't load included ink files

Open JohanHellgren opened this issue 4 years ago • 6 comments
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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

JohanHellgren avatar Jan 14 '21 21:01 JohanHellgren

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

DavidColson avatar Feb 16 '21 08:02 DavidColson

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.

JohanHellgren avatar Mar 15 '21 12:03 JohanHellgren

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

javenschuetz avatar Mar 18 '21 23:03 javenschuetz

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!

journaliciouz avatar Mar 31 '21 09:03 journaliciouz

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.

DavidColson avatar Jul 04 '21 20:07 DavidColson

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!

DorminVR avatar Feb 22 '22 02:02 DorminVR