Comments (5)
Thanks!
I ended up finding that PR and using it for my own fork to enable support for UE 4.27+ if you want to check it out :)
https://github.com/markusstephanides/LuaMachine
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Hi, this patch should do the trick: #27
(will be merged soon)
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Hey, mate, sorry to bother you but did you get time to look at that PR or should we still fork to try to merge it ourselves ?
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@tfabretti dynamic states have been merged some week ago: https://github.com/rdeioris/LuaMachine/blob/master/Source/LuaMachine/Public/LuaBlueprintFunctionLibrary.h#L416
a bunch of features are still not exposed to blueprints, but eventually you should be able to use them in C++
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Oh, that's great ! I'm gonna take a look at that to understand how it works. Thank you <3
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Related Issues (20)
- Return with "Lua Create Object" returns received parameter instead HOT 4
- Supporting different platforms HOT 1
- Data Validation Error
- Lua Run File Doesnt Work HOT 10
- Issues with packaging HOT 7
- Make LUA value keeps losing the type HOT 2
- Is there a way to run automation tests in lua?
- Server and Client sharing LuaState in single process PIE HOT 4
- UE5: Couldn't build on linux as PlatformFilemanager.h was renamed HOT 2
- How to package with `LuaCode`? HOT 1
- Access Error Outside of State File HOT 1
- Q: is possible to create an animation sequence with LuaMachine like c++? HOT 3
- Missing includes when packaging plugin but does not affect source build HOT 5
- Assigning a metatable to _G HOT 2
- How calling functions in sequence with Delay.
- Support UTF-8 files with BOM encoding attached.
- UE 5.3 support not on the marketplace
- 4.27 version doesnt work with 4.27.2 HOT 3
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