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Using LUA with Unreal Engine 4

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    Using LUA with Unreal Engine 4

    Hello! I'm starting a new project and we are thinking of using Unreal Engine 4 for that project.
    The discussion about C++ and LUA came up.
    I wonder if it's possible to intergrate LUA to Unreal Engine 4 via C++ code?
    To make it possible to do hot reloads and runtime compilations?

    #2
    Yes it is.

    I am actually working on a JS binding, but LUA is just as reasonable.
    About Me | JavaScript and UE4 | Exodus | Code Notes

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      #3
      It's always depends on what you wanna do with LUA, in most case Blueprints will do a way better job than LUA. But, yeah, in some case like moddable game that dont want to force users to get UE4 to be able to mod LUA might be a good solution.

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        #4
        I have also considered writing a LUA binding, however for now I have decided to integrate the TinyJs javascript interpreter . As this seemed like it would most likely be the quickest way of getting something up and running. I started a thread about it earlier today over in the Blueprint section, as I've integrated it into blueprint. So that a user can add scripting nodes to a blueprint and define the sections of js code that will run when those nodes execute. https://forums.unrealengine.com/show...d-in-BluePrint

        One issue that I have found that I think you might also have with Lua, is that I'm having to write static wrapper functions for all the Unreal class methods that I want to expose to the scripts. As it only supports registering c type function pointers.

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