Comments (9)
I switched back to UnrealJS.Prebuild.4.10-hotfix-20151127-1 and it appears to have fixed the issue. I assume something is wrong with the newer build?
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I rebuilt and uploaded a new build, please check again with the new build. (Unfortunately there is no automated test yet)
from unreal.js.
Hi Nako, thanks for the new build. I've tried it again and am getting the same issue.
Is it something with my install that's incorrect? Content/Scripts should be in the Plugins folder, and then what else should be in my game's Content/Scripts folder?
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There should be 'aliases.js' in GameContent/Scripts.
Context.WriteAliases(Context.Paths[0] + 'aliases.js')
Context.RunFile('aliases.js')
Context.RunFile('polyfill/unrealengine.js')
Context.RunFile('polyfill/timers.js')
:)
from unreal.js.
I do have that. One thing I noticed that was a source of confusion was that there are two Content/Scripts folders, one in the Plugin/UnrealJS and the other in Plugin/UnrealJS/Examples
What I did in the previous version was I copied the working example files in Content/Scripts folder to my project's Content/Scripts folder and then started building from there. Am I doing this correctly?
Where is this:
Context.WriteAliases(Context.Paths[0] + 'aliases.js')
Context.RunFile('aliases.js')
Context.RunFile('polyfill/unrealengine.js')
Context.RunFile('polyfill/timers.js')
Supposed to be?
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I see now where the Context.RunFile is (bootstrap). However the aliases.js seem to be missing UObject.prototype.Find
UObject.prototype.Modify = UObject.prototype.ModifyObject;
UObject.prototype.ClearTimerbyFunctionName = UObject.prototype.K2_ClearTimer;
UObject.prototype.GetTimerElapsedTimebyFunctionName = UObject.prototype.K2_GetTimerElapsedTime;
UObject.prototype.GetTimerRemainingTimebyFunctionName = UObject.prototype.K2_GetTimerRemainingTime;
UObject.prototype.IsTimerActivebyFunctionName = UObject.prototype.K2_IsTimerActive;
UObject.prototype.IsTimerPausedbyFunctionName = UObject.prototype.K2_IsTimerPaused;
UObject.prototype.PauseTimerbyFunctionName = UObject.prototype.K2_PauseTimer;
UObject.prototype.SetTimerbyFunctionName = UObject.prototype.K2_SetTimer;
UObject.prototype.DoesTimerExistbyFunctionName = UObject.prototype.K2_TimerExists;
UObject.prototype.UnpauseTimerbyFunctionName = UObject.prototype.K2_UnPauseTimer;
UObject.prototype.ToString = UObject.prototype.Conv_ObjectToString;
UObject.prototype.Equal = UObject.prototype.EqualEqual_ObjectObject;
UObject.prototype.NotEqual = UObject.prototype.NotEqual_ObjectObject;
UObject.prototype.GetClass = UObject.prototype.GetObjectClass;
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I've tried running HelloBlueprint example and that one is failing as well it seems.
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Alright I was able to get it working again by reverting to the old unrealEngineClassId global method you had in an earlier uclass.js.
module.exports = function () {
global.nextUnrealEngineClassId = global.nextUnrealEngineClassId || 0
function fetchClassId() {
return global.nextUnrealEngineClassId++
}
And then...
// get a classname
let className = `${orgClassName}_C${fetchClassId()}`;
Instead of using the for loop and then testing UObject.Find, since that is unavailable through aliases. Hopefully we can get a correct fix for this at some point :)
from unreal.js.
Actually UObject.Find
is exposed via JavascriptIsolate_Private.cpp
. https://github.com/ncsoft/Unreal.js/blob/master/Plugins/UnrealJS/Source/V8/Private/JavascriptIsolate_Private.cpp#L1442 It isn't a javascript function, so it cannot be available if you have a right build.
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