# EMSCRIPTEN hepling for c++ class with unreal engine 4

**URL:** <https://forums.unrealengine.com/t/emscripten-hepling-for-c-class-with-unreal-engine-4/425343>\
**Category:** Platform & Builds\
**Tags:** package, HTML5, unreal-engine, CPP, question\
**Created:** [May 17, 2018, 5:18pm UTC](https://forums.unrealengine.com/t/emscripten-hepling-for-c-class-with-unreal-engine-4/425343 "2018-05-17T17:18:11Z")\
**Posts on this page:** 1\
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**Author:** ![alphabrox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@alphabrox](https://forums.unrealengine.com/u/alphabrox)\
**Post date:** [December 9, 2024, 1:05pm UTC](https://forums.unrealengine.com/t/emscripten-hepling-for-c-class-with-unreal-engine-4/425343/11 "2024-12-09T13:05:12Z")

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> [@How call UFUNCTION (BlueprintImplementableEvent) from JS with EMSCRIPTEN and error: Module.ccall is not function?](https://forums.unrealengine.com/t/how-call-ufunction-blueprintimplementableevent-from-js-with-emscripten-and-error-module-ccall-is-not-function/758421/4):
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> To work Module.ccall you need to export ccall function (add it to exported methods array) in Engine\Platforms\HTML5\Source\Programs\UnrealBuildTool\HTML5ToolChain.cs (~473 line): Result += " -s EXPORTED\_RUNTIME\_METHODS=\"['stringToAscii', 'ccall']\"";

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