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unreal.js-core's Issues

UE5 Shipping build broken

The plugin works well in the Editor, but as soon as I want to package a shipping build, some errors related to ClassGeneratedBy emerge.

[-Werror,-Wnonportable-include-path

#include "Components/WIdget.h"

cross compiling for Linux throws this error

  1. 4>C:/Users/michael/Desktop/ue420/Engine/Plugins/Unrealjs/Source\JavascriptUMG/JavascriptMultiBox.h(4,10): error : non-portable path to file '"Components/Widget.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]
  2. 4> #include "Components/WIdget.h"
  3. 4> ^~~~~~~~~~~~~~~~~~~~~
  4. 4> "Components/Widget.h"
  5. 4> 1 error generated.

MarkSweepCompact 80ms every 1 sec spike

Ever seen this behavior? Occurs both in editor and in Play in Editor. On my laptop every 1 second a 80ms spike is caused by MarkSweepCompact even in a map with no js component attached. When the plugin is disabled the problem goes away, re-enabled it comes back. I've attached two profiling runs for your inspection in Session Frontend.

UnrealStats.zip

marksweepcompact

About prebuild V8 libraries

Execuse me, Do you push these files to Cloud Disk of google or Cloud disk of BaiDu.
I can't download prebuild V8 libraries, because my ip is in China.
Thanks very mush!

UE 4.27?

Are there plans for Unreal.js to support UE v4.27? If there is which tag version should I fork off of??

UE5 build

Hi there,

Any plans or instructions on how to recompile this awesome project for UE5?

I read through a few of the previous issues and although I understand the code references etc, I'm new to UE plugin development - any pointers would be much appreciated.

Cheers

Compile error on Mac

When I create a new project, add Unreal.js-core (from the ready-to-build zip) into the Plugins folder, and compile it, I have the following error:

/Users/Arthur/Documents/Unreal Projects/TestProject/Plugins/Unreal.js-core/Source/V8/Private/JavascriptIsolate_Private.cpp:211:20: error: conditional expression is ambiguous; 'Local<v8::Value>' can be converted to 'Local<v8::Primitive>' and vice versa

missing lib subfolder

The v8-6.1.534-libs.zip folder is missing the lib folder.

When unzipped, the path is:
ThirdParty/v8/Win64/Release/*.lib

The project wouldn't compile because it was looking for:
ThirdParty/v8/lib/Win64/Release/*.lib

The Editor Crashes in 4.17.1

I'm able to run my game without any problem while running in the IDE, whenever I try to start the editor from the . uproject it crashes.

Disabling the UnrealJS plugin in the .uproject file, the editor is able to start with no problem.

  • OS: Mac OS X 10.12.6
  • UE4: latest version, 4.17.1
  • UnrealJS: master branch updated few hours ago.
Process:               UE4Editor [21755]
Path:                  /Users/Shared/*/UE4Editor.app/Contents/MacOS/UE4Editor
Identifier:            com.epicgames.UE4Editor
Version:               4.17.1 (4.17.1)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           UE4Editor [21755]
User ID:               501

Date/Time:             2017-09-03 01:07:02.022 +0200
OS Version:            Mac OS X 10.12.6 (16G29)
Report Version:        12
Anonymous UUID:        D256C045-55EA-2391-26CB-79A4BA84E4E4


Time Awake Since Boot: 390000 seconds

System Integrity Protection: disabled

Crashed Thread:        1  CrBrowserMain

Exception Type:        EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes:       0x0000000000000001, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Illegal instruction: 4
Termination Reason:    Namespace SIGNAL, Code 0x4
Terminating Process:   exc handler [0]

Thread 1 Crashed:: CrBrowserMain
0   UE4Editor-V8.dylib            	0x0000000191f419b2 v8::base::OS::Abort() + 18 (platform-posix.cc:248)
1   UE4Editor-V8.dylib            	0x000000019186b85e v8::Template::Set(v8::Local<v8::Name>, v8::Local<v8::Data>, v8::PropertyAttribute) + 286
2   UE4Editor-V8.dylib            	0x0000000192183a2a FJavascriptIsolateImplementation::InternalExportStruct(UScriptStruct*) + 778 (Helpers.h:33)
3   UE4Editor-V8.dylib            	0x000000019217eb22 FJavascriptIsolateImplementation::ExportStruct(UScriptStruct*) + 98 (JavascriptIsolate_Private.cpp:2365)
4   UE4Editor-V8.dylib            	0x000000019217df88 FJavascriptIsolateImplementation::InitializeGlobalTemplate() + 328 (JavascriptIsolate_Private.cpp:414)
5   UE4Editor-V8.dylib            	0x000000019217d562 FJavascriptIsolateImplementation::FJavascriptIsolateImplementation() + 802 (JavascriptIsolate_Private.cpp:392)
6   UE4Editor-V8.dylib            	0x000000019215459d UJavascriptIsolate::UJavascriptIsolate(FObjectInitializer const&) + 93 (SharedPointer.h:566)
7   UE4Editor-CoreUObject.dylib   	0x000000010c41f9d7 StaticConstructObject_Internal(UClass*, UObject*, FName, EObjectFlags, EInternalObjectFlags, UObject*, bool, FObjectInstancingGraph*, bool) + 2743
8   UE4Editor-JavascriptEditor.dylib	0x0000000195a08614 FJavascriptEditorModule::StartupModule() + 1972 (JavascriptEditorModule.cpp:135)
9   UE4Editor-Core.dylib          	0x000000010aac6e45 FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) + 3237
10  UE4Editor-Projects.dylib      	0x000000010ca2e00f FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, FDefaultAllocator> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false> >&) + 783
11  UE4Editor-Projects.dylib      	0x000000010ca3fcd2 TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) + 130
12  UE4Editor-Projects.dylib      	0x000000010ca3f7b5 FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) + 581
13  com.epicgames.UE4Editor       	0x000000010a66b58b FEngineLoop::LoadStartupModules() + 443
14  com.epicgames.UE4Editor       	0x000000010a6504c0 FEngineLoop::PreInit(wchar_t const*) + 20992
15  com.epicgames.UE4Editor       	0x000000010a662901 GuardedMain(wchar_t const*) + 49
16  com.epicgames.UE4Editor       	0x000000010a6705d0 -[UE4AppDelegate runGameThread:] + 272
17  UE4Editor-Core.dylib          	0x000000010a933cc6 -[FCocoaGameThread main] + 134
18  com.apple.Foundation          	0x00007fff91ca28ad __NSThread__start__ + 1243
19  libsystem_pthread.dylib       	0x00007fffa5c1893b _pthread_body + 180
20  libsystem_pthread.dylib       	0x00007fffa5c18887 _pthread_start + 286
21  libsystem_pthread.dylib       	0x00007fffa5c1808d thread_start + 13

Create Inspector on Startup Not Working

Everything is working great, scripts are loading perfectly, but the inspector is not accessible. Below is a screenshot of Chrome DevTools directed to 127.0.0.1:9229, but there is no active session to connect to.

image

Memory Alignment for FQuat and FTransform

I am getting a crash due to Memory Alignment when working with Quat types in JS. Looking at the source it appears as if FQuat needs to be 16 byte aligned.

For a Quick Fix - Change:

// Independent memory buffer
TArray<uint8> Buffer;

To:

	// Independent memory buffer
	TArray<uint8, TAlignedHeapAllocator<16>> Buffer;

Seems wasteful for structs that do not require alignment, however I am not sure of a better fix.

Upgrade V8 version to support iOS

Current V8 version that UnrealJS uses is 7.4.288 but document says you need 7.5 to build iOS binary.

But upgrading to 7.5 is not enough. This v8 commit below fixes iOS runtime failure.
v8/v8@23d4855

It applied after 7.7.244, so v8 should be updated at least 7.7.244 to run on iOS well.

I've tested that version but some deprecated function were removed. So I can't compile UnrealJS with newer v8 now. Please check this out.

V8 update?

V8 7.7 is now more than two years old. Is it planned to update the plugin to a more recent version?

Encountered 1 object(s) breaking Disregard for GC assumptions

code:
const uclass = require4ue('uclass')().bind(this, global) class MySMA extends StaticMeshActor { ctor() { this.StaticMeshComponent.SetStaticMesh(StaticMesh.Load('/Engine/BasicShapes/Cube.Cube')) } } let MySMA_C = uclass(MySMA) let actor = new MySMA_C(GWorld, { Z: 100 })

error:
[2022.04.23-02.32.06:909][108]LogGarbage: Warning: Disregard for GC object JavascriptIsolate /Engine/Transient.JavascriptIsolate_2147482625 referencing JavascriptGeneratedClass_Native /Script/Javascript.MySMA_C0 which is not part of root set
[2022.04.23-02.32.06:909][108]LogOutputDevice: Warning:

Script Stack (0 frames):

Fatal error: [File:D:\resource\UE\src\UE5.0\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollectionVerification.cpp] [Line: 137]
Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.
UnrealJSApp.exe has triggered a breakpoint.

UE_DEBUG_BREAK_AND_PROMPT_FOR_REMOTE: identifier not found

Windows 10 x64 Version 10.0.19044 Build 19044

Unreal 5.0.2

.net core hosting bundle 3.1.0

.net framework 4.8.0

vs 2019 build tools

LogInit: Warning: Incompatible or missing module: V8
LogInit: Warning: Incompatible or missing module: JavascriptUMG
LogInit: Warning: Incompatible or missing module: JavascriptHttp
LogInit: Warning: Incompatible or missing module: JavascriptWebSocket
LogInit: Warning: Incompatible or missing module: JavascriptGraphEditor
LogInit: Warning: Incompatible or missing module: JavascriptEditor
LogInit: Warning: Incompatible or missing module: JavascriptConsole
Running D:/Program Files/Epic Games/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe Development Win64 -Project="D:/side-work/unreal-projects/Isovive/Isovive.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\aleks\AppData\Local\UnrealBuildTool\Log.txt
@progress push 5%
@progress pop
Building UnrealEditor...
Using Visual Studio 2022 14.32.31329 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.32.31326) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
  Executing up to 8 processes, one per physical core
Building 10 actions with 8 processes...
[1/10] Compile Module.V8.cpp
D:\side-work\unreal-projects\Isovive\Plugins\UnrealJS\Source\V8\Private\JavascriptLibrary.cpp(691): error C3861: 'UE_DEBUG_BREAK_AND_PROMPT_FOR_REMOTE': identifier not found
D:\side-work\unreal-projects\Isovive\Plugins\UnrealJS\Source\V8\Private\JavascriptOutputDevice.cpp(72): error C3861: 'UE_DEBUG_BREAK_AND_PROMPT_FOR_REMOTE': identifier not found
LogInit: Warning: Still incompatible or missing module: V8
LogInit: Warning: Still incompatible or missing module: JavascriptUMG
LogInit: Warning: Still incompatible or missing module: JavascriptHttp
LogInit: Warning: Still incompatible or missing module: JavascriptWebSocket
LogInit: Warning: Still incompatible or missing module: JavascriptGraphEditor
LogInit: Warning: Still incompatible or missing module: JavascriptEditor
LogInit: Warning: Still incompatible or missing module: JavascriptConsole
LogCore: Engine exit requested (reason: EngineExit() was called)

Incorrect JS return value when calling a C++ method that returns an enum

In UnrealJS\Source\V8\Private\JavascriptIsolate_Private.cpp, in FJavascriptIsolateImplementation, in InternalReadProperty, in the else if(auto p = CastField<FEnumProperty>(Property)) branch, the following code is incorrect:

int32 Value = p->GetUnderlyingProperty()->GetValueTypeHash(Buffer);
return I.Keyword(p->GetEnum()->GetNameStringByIndex(Value));

Unlike the other branches, which call p->GetPropertyValue_InContainer(Buffer), this branch does not factor in the property's offset within the buffer (stored in Offset_Internal). This means it interprets whatever is at the head of the buffer as the property's value, resulting in incorrect return values in JS when calling a C++ method that returns an enum.

Locally, I'm using this and it seems to work:

int32 Value = p->GetUnderlyingProperty()->GetValueTypeHash(Buffer + p->GetOffset_ForInternal());
return I.Keyword(p->GetEnum()->GetNameStringByIndex(Value));

Nested Structs return Undefined

If a struct contains another struct as a property in itself, the property is returned as undefined. Where does it make the determination of what properties can be read inside a struct?

Reference to 'Handle' is ambiguous

macOS 11.3.1
UnrealEngine 4.26.2
unreal.js-core master

when building plugin, encountering the following ploblem, can anybody help?

Showing All Messages
Running bundled mono, version: Mono JIT compiler version 5.16.0.220 (2018-06/bb3ae37d71a Fri Nov 16 17:12:11 EST 2018)

Processing build for Target=testEditor Platform=Mac Configuration=Development -architecture=x86_64 /Users/abner/Documents/Unreal Projects/test/test.uproject

Creating makefile for ShaderCompileWorker (no existing makefile)

ERROR: Couldn't find target rules file for target 'ShaderCompileWorker' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

   Location: /Users/Shared/Epic Games/UE_4.26/Engine/Intermediate/Build/BuildRules/UE4Rules.dll


   Target rules found:

Running Engine/Binaries/DotNET/UnrealBuildTool.exe testEditor Mac Development /Users/abner/Documents/Unreal Projects/test/test.uproject -architecture=x86_64

Building testEditor...

Performing 8 actions (12 in parallel)

[1/8] Compile Module.V8.cpp

In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:6:

/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/Inspector.cpp:518:7: Reference to 'Handle' is ambiguous

                                            Handle<Value> argv[2];


                                            ^

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.3.sdk/usr/include/MacTypes.h:249:41: Candidate found by name lookup is 'Handle'

typedef Ptr * Handle;

                                    ^

/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/ThirdParty/v8/include/v8.h:323:1: Candidate found by name lookup is 'v8::Handle'

using Handle = Local;

^

In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:6:

/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/Inspector.cpp:525:7: Reference to 'Handle' is ambiguous

                                            Handle<Value> argv[1];


                                            ^

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.3.sdk/usr/include/MacTypes.h:249:41: Candidate found by name lookup is 'Handle'

typedef Ptr * Handle;

                                    ^

/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/ThirdParty/v8/include/v8.h:323:1: Candidate found by name lookup is 'v8::Handle'

using Handle = Local;

^

In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:8:

/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/JavascriptContext_Private.cpp:60:60: Reference to 'Handle' is ambiguous

[Report] Missing lib in the last libs update

There's a missing "v8_base_3.lib" file while compiling/recompiling the last libs version.
Here is the error:
image
WARNING: Library 'C:\.example-project\UnrealJS_EA5.0\HostProject\Plugins\UnrealJS\ThirdParty\v8\lib\Win64\Release\v8_base_3.lib' was not resolvable to a file when used in Module 'V8'
Files:
image
Just a report for the last libs, I think I can patch it by using older "v8_base_3.lib".

There's also this error: ERROR: Could not find definition for module 'ShaderCore', (referenced via Target -> JavascriptUMG.Build.cs) at line 15:13
This error is fatal. Do I need to delete it ? I'll request a push to UE5 early access plugin version.

Add Android, Linux and iOS prebuilds

Hi there,

it would be very nice to add the missing platforms into the prebuild packages or atleast make it easy for the community to provide those consistently.

Cheers,
Moss

Linux v8 libraries malformed (thin)

When attempting to build Unreal.js on Linux against the pre-built v8 libraries the linker reports that it can not link due to a malformed archive. Upon further investigation the library files have been produced as thin libraries and without their resulting obj files that they link to are incomplete and malformed.

head -1 ./ThirdParty/v8/lib/Linux/Release/libv8_libbase.a
!<thin>

Without modifying the v8 build files the method presented here seems to be the easiest way to modify a build system to produce fat libraries for distribution instead.

for lib in `find out/x64.release/obj.target/tools/gyp/ -name '*.a'`;
  do ar -t $lib | xargs ar rvs $lib.new && mv -v $lib.new $lib;
done`

Fatal error: 'Framework/Multibox/MultiBoxBuilder.h' file not found

Try to build this plugin in Linux (Debian 9). I'm barrier with errors below:

Performing 25 actions (8 in parallel)
[1/25] Compile Module.V8.gen.2_of_2.cpp
[3/25] Compile Module.V8.cpp
[2/25] Compile Module.V8.gen.1_of_2.cpp
[7/25] Compile Module.JavascriptUMG.gen.1_of_3.cpp
[5/25] Compile Module.JavascriptUMG.gen.3_of_3.cpp
[4/25] Compile Module.JavascriptUMG.gen.2_of_3.cpp
[8/25] Compile Module.JavascriptEditor.gen.3_of_5.cpp
[6/25] Compile Module.JavascriptUMG.cpp
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/JavascriptEditor/Module.JavascriptEditor.gen.3_of_5.cpp:3:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Intermediate/Build/Linux/B4D820EA/UE4Editor/Inc/JavascriptEditor/JavascriptEditorTab.gen.cpp:8:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptEditor/JavascriptEditorTab.h:5:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptEditor/JavascriptEditorLibrary.h:5:
/media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptUMG/JavascriptMenuLibrary.h:9:10: fatal error: 'Framework/Multibox/MultiBoxBuilder.h' file not found
#include "Framework/Multibox/MultiBoxBuilder.h"
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
....

Very strange, it's still compiled well in my Win7.
Any advises ?

V8-6.1.534 incorrectly packaged

v8-6.1.534-libs.zip extracts into the root directory instead of into a v8-6.1.534-libs folder, thus breaking install-v8-libs.sh.

TypeError: require(...) is not a function

hi
when I run your demo project, meet an error

Javascript: Error: TypeError: Cannot read property 'spawnTab' of undefined
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 37.652ms to complete.
Javascript: Error: file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:19: TypeError: require(...) is not a function
Javascript: Error: TypeError: require(...) is not a function
Javascript: Error: at default_exec (file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:19:31)
Javascript: Error: at devrequire (file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:26:19)
Javascript: Error: at module.exports (file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/bootstrap.js:12:30)
Javascript: Error: at file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/app.js:19:25
Javascript: Error: at file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/app.js:21:3

Commit 165f7c45 breaks build

Starting with commit 165f7c4 the plugin does not build in DebugEditor and DevelopmentEditor configuration. Development, DebugGame and Shipping is fine.
The errors are as follow: (sorry for French)

Erreur	C2065	'SWrapBox' : identificateur non déclaré	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	64	
Erreur	C2672	'MakeTDecl' : fonction correspondante surchargée introuvable	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	64	
Erreur	C2974	'MakeTDecl' : argument modèle non valide pour 'WidgetType', type attendu	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	64	
Erreur	C2653	'SWrapBox' : n'est pas un nom de classe ni d'espace de noms	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	64	
Erreur	C3861	'FArguments' : identificateur introuvable	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	64	
Erreur	C2653	'SWrapBox' : n'est pas un nom de classe ni d'espace de noms	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	66	
Erreur	C2783	'TObjectPtr<UPanelSlot>::operator U *(void) const' : impossible de déduire l'argument modèle pour 'U'	AppLayoutStreaming	Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp	66	

4.26 wont compile using Linux

Hi,

since a week i'm trying to make your plugin works for my project and each time i'm getting this window:
Missing TesticulePendu Modules_056

When i'm clicking on yes it ends with
Error_057

I've tried to clone the repository and used the plugin provided on the market place, each time it's exactly the same thing, the plugin wont let UE editor starts.

If i'm applying #53 config the error changes but the editor still wont open the project
Missing Modules_058

I literally spent 5 days to try to figure out what's happening exactly and haven't found any solution. Any help to fix definitely this issue would be really appreciated.

Config:

  • UE 4.26.0
  • Ubuntu 20.04
  • VSCode 1.52.1

Wrong type definitions for Number properties in UE5

I am using Unreal 5.0.1 and Unreal.js plugin from the marketplace (version 0.6.1)
I noticed that some type definitions are lost for numeric values, for instance:

declare class Rotator { 
	Pitch: any;
	Yaw: any;
	Roll: any;

declare class Vector { 
	X: any;
	Y: any;
	Z: any;

declare class Vector4 { 
	X: any;
	Y: any;
	Z: any;
	W: any;

Other classes seem to be generated correctly

declare class Vector2f { 
	X: number;
	Y: number;

declare class Vector3f { 
	X: number;
	Y: number;
	Z: number;

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