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+ Added `IAssetTypeActions` for better UE support and re import
+ use pdoc to generate python documentation for a more pleasing look
+ additional python documentation
for f in linux-cl linux-lib linux-clib unreal macos-cl macos-lib macos-clib macos-arm-cl macos-arm-lib macos-arm-clib win64-cl win64-lib win64-clib; do zip -r ../$f.zip $f; done
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for f in linux-cl linux-lib linux-clib unreal_5_5 unreal_5_4 macos-cl macos-lib macos-clib macos-arm-cl macos-arm-lib macos-arm-clib win64-cl win64-lib win64-clib; do zip -r ../$f.zip $f; done
Run `inkcpp_cl.exe -p myfile.json` to execute a compiled Ink JSON file in play mode. It can also operate on `.ink` files but `inklecate.exe` must be in the same folder or in the PATH.
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`inklecate` can be downloaded from the [official release page](https://github.com/inkle/ink/releases) and will be downloaded from CMake at configure time (located at `build/unreal/inkcpp/Resources/inklecate`).
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Or do it automatically with the `INKCPP_INKLECATE=OS` CMake flag. (It will be downloaded to `<build-dir>/inklecate/<os>/` and will be installed with `cmake --install . --component cl`)
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A example project can be found [here](https://jbenda.github.io/inkcpp/unreal/InkCPP_DEMO.zip). And here the [Documentation](https://jbenda.github.io/inkcpp/html/group__unreal.html).
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Code for the Unreal plugin is located in the `unreal` directory. In order to install it, run `cmake --install . --component unreal --prefix Path/To/Unreal/Plugins/` which will add an `inkcpp` folder there with the `.uplugin`, the code for the UClasses, and all the inkcpp source files required. `config.h` will automatically detect it is being built in an Unreal plugin environment and disable STL and enable Unreal extensions (FString support, Unreal asserts, CityHash, etc.).
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If you compile the UE Plugin by your self feel free to visit the [wiki page](https://github.com/JBenda/inkcpp/wiki/Unreal) for a more debug oriented build process.
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Code for the Unreal plugin is located in the `unreal` directory. In order to install it, run
Adapt `TargetPlatforms` as nessesarry. You might also want to install the Plugin directly into a project or the in UE5.5 introduced external plugin directory. Just adapt the pathets accordendly.
# if inklecate is not in the same directory / inside Path set INKLECATE enviroment variable
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export INKLECATE=<PATH-TO-inklecate># unix
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set INKLECTATE=<PATH-TO-inklecate># windows
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python -m pytest
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python -m pytest inkcpp_python/tests
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```
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Right now this only executes the internal unit tests which test the functions of particular classes. Soon it'll run more complex tests on .ink files using ink-proof.
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## Python Bindings
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The easy way to start is installing it with pip: `pip install inkcpp_py`.
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An example can be found at [example.py](./inkcpp_py/example.py).
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An example can be found at [example.py](./inkcpp_python/example.py).
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