Comments (1)
For those travelers,
There was a change in build paths for UBT.
PublicIncludePaths.Add("$(ModuleDir)/Public");
// PublicIncludePaths.AddRange(
//new string[] {
// Path.Combine(ModulePath, "Public")
//}
//);
PublicIncludePaths.Add("$(ModuleDir)/Private");
PublicIncludePaths.Add("$(ModuleDir)/../../ThirdParty/Mono/include");
// PrivateIncludePaths.AddRange(
//new string[] {
// Path.Combine(ModulePath, "Private"),
// Path.Combine(ThirdPartyPath, "Mono", "include")
// }
//);
This is how I was able to fix inside of the .build.cs for Ink to get it going.
from unrealink.
Related Issues (19)
- Asset re-importing does not work HOT 1
- Android compatibility HOT 1
- Can't load included ink files HOT 6
- Some types of hyphens are being output as question marks HOT 1
- Plugin crashes HOT 2
- Packaged build crashes on startup HOT 8
- Project not working on Mac HOT 1
- “Choose Path String” seems not to work HOT 2
- Non latin characters broken HOT 2
- Windows-64 packaging fails: "Missing precompiled manifest" (UE 4.26.2) HOT 1
- When building does mono get bundled with the build? HOT 1
- Non-latin characters are broken! HOT 1
- How can I use 4.27 plugin in 4.26 Engine? HOT 1
- Engine crashes with multiple Story objects in memory! HOT 3
- Can't load Cyrillic Characters HOT 2
- CurrentPathString always Returns Empty String
- Update for Unreal Engine 5 Launch HOT 4
- UE4 "UnrealInk" is Incompatible 4.27.2 HOT 1
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from unrealink.