Simple JavaScript Scripting interpreter embedded in BluePrint

Sorry I didn’t realize anyone had added another comment.

Using .js files or nodes in a xml file should be perfectly possible and not take much extra work. However I really wanted to be able to edit the scripts in the editor, as you aren’t really going to write long scripts with this thing, so having to deal with external files would I think really take away some of it’s usefulness.

So with the aim of allowing editing to be done in the editor, I have been working on adding a edit box to the Details panel for the node. I have now reached a point where that basically “works”, but needs quite a bit more work done. One problem is that the Slate MultiLineEditableText widget, doesn’t actually work as it was never finished before the Unreal developers had to move onto higher priorities (according to an answer on the answerhub). So I have done some work to get the basic functions working in that. However due to dependencies, it would be a lot of work to move that widget’s code out of the Slate module, and my code is no where near ready for being submitted to be included into the main Engine/Editor’s code.

Actually it is easier to include a video to show my progress so far, than trying to describe how I have things working:

https://youtube.com/Gb1XarFXBL4

As for sharing the source, I do/did plan to make the source freely available. However at the moment, as I said I have had to make some changes in the core slate module and without those changes the rest of my code wouldn’t even compile at the moment. I do hope to work out a way around this, or better still hope that the MultilineEditableText widget is finished soon.