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UE5 Compatibility? #16

@jg33

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@jg33

Hi- I'm trying to implement this plugin on a UE5 project. I was able to get it working by adding the following to the top of the build script:
#if UE_5_0_OR_LATER using EpicGames.Core; #else using Tools.DotNETCommon; #endif

However, I'm getting some issues when I build. Compiling is fine, and I can add new functions that appear in BPs, but when I try to build for iOS, it seems to be trying to compile my new .mm file as c++. It's throwing a bunch of syntax errors. Do I need to do anything special to make it treat the code like obj-c? Is it a UE5 thing? It seems to build all of the example .mm ok.

Thanks!

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