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JBendaJulian
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UE 5.6 (#119)
Adapt Unreal Example: + Updated project file to UE5.6 + Reload example story (inkcpp compiler changed since last release). Minor Code Changes: + Reorder member initializer + Add virtual destructor UE5.6 API changes: + Editor plugin now needs no notify if it exists (`ShouldFindEditorForAsset`), we do not support an in-engine editor. PIpelineChanges: + Add artifact for UE5.6 BuildSystem: + Set UE5.6 as the default UE version for building. --------- Co-authored-by: Julian <lukasklause@gmail.com>
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.github/workflows/build.yml

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@@ -117,10 +117,18 @@ jobs:
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working-directory: ${{github.workspace}}/build
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shell: bash
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run: |
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cmake $GITHUB_WORKSPACE -DINKCPP_UNREAL_TARGET_VERSION="5.6" -DINKCPP_UNREAL=ON
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cmake --install . --config $BUILD_TYPE --prefix comp_unreal_5_6 --component unreal
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cmake $GITHUB_WORKSPACE -DINKCPP_UNREAL_TARGET_VERSION="5.5" -DINKCPP_UNREAL=ON
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cmake --install . --config $BUILD_TYPE --prefix comp_unreal_5_5 --component unreal
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cmake $GITHUB_WORKSPACE -DINKCPP_UNREAL_TARGET_VERSION="5.4" -DINKCPP_UNREAL=ON
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cmake --install . --config $BUILD_TYPE --prefix comp_unreal_5_4 --component unreal
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- name: Upload UE 5.6
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if: ${{ matrix.unreal }}
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uses: actions/upload-artifact@v4
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with:
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name: unreal_5_6
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path: build/comp_unreal_5_6/
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- name: Upload UE 5.5
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if: ${{ matrix.unreal }}
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uses: actions/upload-artifact@v4

.github/workflows/release.yml

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run: |
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mkdir artifacts
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ID=$(gh run list -b master --limit 1 --json databaseId | jq '.[0].databaseId')
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gh run download $ID -D artifacts -n linux-cl -n linux-lib -n linux-clib -n unreal_5_5 -n unreal_5_4 -n macos-cl -n macos-lib -n macos-clib -n macos-arm-cl -n macos-arm-lib -n macos-arm-clib -n win64-cl -n win64-lib -n win64-clib -n python-package-distribution
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gh run download $ID -D artifacts -n linux-cl -n linux-lib -n linux-clib -n unreal_5_6 -n unreal_5_5 -n unreal_5_4 -n macos-cl -n macos-lib -n macos-clib -n macos-arm-cl -n macos-arm-lib -n macos-arm-clib -n win64-cl -n win64-lib -n win64-clib -n python-package-distribution
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mv artifacts/python-package-distribution dist
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- name: Zip
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working-directory: ${{github.workspace}}/artifacts
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run: |
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for f in linux-cl linux-lib linux-clib unreal_5_5 unreal_5_4 macos-cl macos-lib macos-clib macos-arm-cl macos-arm-lib macos-arm-clib win64-cl win64-lib win64-clib; do zip -r ../$f.zip $f; done
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for f in linux-cl linux-lib linux-clib unreal_5_6 unreal_5_5 unreal_5_4 macos-cl macos-lib macos-clib macos-arm-cl macos-arm-lib macos-arm-clib win64-cl win64-lib win64-clib; do zip -r ../$f.zip $f; done
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- name: List
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run: tree
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- name: Publish to PyPI
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--repo="$GITHUB_REPOSITORY" \
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--title="${GITHUB_REPOSITORY#*/} ${tag#v}" \
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--generate-notes \
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"$tag" "linux-cl.zip" "linux-lib.zip" "linux-clib.zip" "unreal_5_5.zip" "unreal_5_4.zip" "macos-cl.zip" "macos-lib.zip" "macos-clib.zip" "win64-cl.zip" "macos-arm-cl.zip" "macos-arm-lib.zip" "macos-arm-clib.zip" "win64-lib.zip" "win64-clib.zip"
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"$tag" "linux-cl.zip" "linux-lib.zip" "linux-clib.zip" "unreal_5_6.zip" "unreal_5_5.zip" "unreal_5_4.zip" "macos-cl.zip" "macos-lib.zip" "macos-clib.zip" "win64-cl.zip" "macos-arm-cl.zip" "macos-arm-lib.zip" "macos-arm-clib.zip" "win64-lib.zip" "win64-clib.zip"
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README.md

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cd build
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mkdir plugin
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mkdir plugin-build
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cmake -DINKCPP_UNREAL_TARGET_VERSION="5.5" .
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cmake -DINKCPP_UNREAL_TARGET_VERSION="5.5" ..
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cmake --install . --component unreal --prefix .\plugin # create source files for plugin
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\PATH\TO\UNREAL_ENGINE\Build\BatchFiles\RunUAT.bat BuildPlugin -plugin=GIT_REPO\build\plugin\inkcpp\inkcpp.uplugin -package=GIT_REPO\build\plugin-build\inkcpp -TargetPlatforms=Win64 # compile plugin
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move plugin-build\inkcpp UE_ENGINE\Engine\Plugins\inkcpp

inkcpp/avl_array.h

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// ctor
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avl_array()
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: size_(0U)
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, root_(INVALID_IDX)
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, _capacity(Size)
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, root_(INVALID_IDX)
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{
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if constexpr (dynamic) {
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key_ = new Key[Size];

inkcpp/output.h

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{
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protected:
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basic_stream(value*, size_t);
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virtual ~basic_stream() = default;
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void initelize_data(value*, size_t);
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virtual void overflow(value*& buffer, size_t& size, size_t target = 0);
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unreal/CMakeLists.txt

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set(INKCPP_UNREAL_TARGET_VERSION "5.5" CACHE STRING "Unreal engine version the plugin should target (e.g: 5.5)")
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set(INKCPP_UNREAL_TARGET_VERSION "5.6" CACHE STRING "Unreal engine version the plugin should target (e.g: 5.6)")
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set(INKCPP_UNREAL_RunUAT_PATH CACHE FILEPATH "Path to Unreal engine installation RunUAT file. Used to automatcally build the plugin.")
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option(INKCPP_UNREAL "Prepare sourcefiles for a UE Plugin (this will download " OFF)
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option(INKCPP_DOC_BlueprintUE "Building doxygen documentation with BlueprintUE visualisation for unreal blueprints. (Requires node js)" ON)

unreal/inkcpp/Source/inkcpp_editor/Private/inkcpp_editor.cpp

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}
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}
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bool ShouldFindEditorForAsset() const override { return false; }
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// Inherited via IAssetTypeActions
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void OpenAssetEditor(
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const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor

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