Scripting Language extensions via plugins

I’ve gotten a step further:

Adding this to ScriptPlugin build file:

                if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS)
                {
                    Definitions.Add("LUA_USE_POSIX=1=1");
              
                }

Gets a successful compile, still testing to see if there are any other issues caused by this.