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bump(UE) add version UE5.7, no changes necessary (#133)
bump(UE): to version 5.7
fix(snapshot): snapshot memory leak and choice tag storage
refactor: removed warnings throughout the code base and removed memory leaks in test code.
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 $f; done
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for f in linux-cl linux-lib linux-clib unreal_5_7 unreal_5_6 unreal_5_5 unreal_5_4 macos-cl macos-lib macos-clib macos-arm-cl macos-arm-lib macos-arm-clib win64-cl win64-lib win64-clib; do zip -r ../$f.zip $f; done
Copy file name to clipboardExpand all lines: README.md
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@@ -49,7 +49,7 @@ Alternativly is the latest version of the UE plugin can be downloaded from the [
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Place the content of this file at your plugin folder of your UE project and at the next start up it will be intigrated.
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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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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
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```sh
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#include<ink/story.h>
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#include<ink/runner.h>
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#include<ink/choice.h>
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#include<memory.h>
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usingnamespaceink::runtime;
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@@ -112,7 +113,7 @@ int MyInkFunction(int a, int b) { return a + b; }
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...
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// Load ink binary story, generated from the inkCPP compiler
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## Dependencies
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The compiler depends on Nlohmann's JSON library and the C++ STL.
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The runtime does not depend on either. If `INK_ENABLE_STL` is defined then STL extensions are added such as stream operators and `std::string` support. If `INK_ENABLE_UNREAL`, then FStrings, Delegates and other Unreal classes will be supported.
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The runtime does not depend on either. If `INK_ENABLE_STL` is defined then STL extensions are added such as stream operators and `std::string` support. If `INK_ENABLE_UNREAL`, then FStrings, Delegates and other Unreal classes will be supported.
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NOTE: There is still some lingering C standard library calls in the runtime. I will be guarding them with an `INK_ENABLE_CSTD` or something soon.
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