Unreal.js

@mflux - you can pass your debugee object into global scope and then inspect it.

And then you can inspect by typing ‘debugee’ in your javascript console. (Plus, Unreal.js supports V8 debug protocol! You can debug unreal.js with other V8 debugger like Visual Studio Code or something)

Regarding live-reload problem, I haven’t seen the symptoms as you mentioned. Maybe I think there are ‘uncleaned’ previous code still working after live reloading. Proper switch-over to newer version may resolve your problem.

My colleague got it running, but I am too much of a digitaLimmigrant… I will try to write up more explicit instructions for UnrealJS, with some help :wink:

Hopefully that will help others resolve this issue as well, but my issue revolved around trying to install and build JS in the git folder, not the UE4 Engine folder.

@rrstuv Sorry for inconvenience. Helpful docs would be totally welcomed!

Editor extension support added. You can automate editor experience by writing your own editor extension script. :slight_smile: Below example is built, with UMG, as a tab.
This can be an entry point for procedural level generation.

codes are listed as below;
https://github.com/ncsoft/Unreal.js/blob/master/Examples/Content/Scripts/extension-spiralGenerator.js
https://github.com/ncsoft/Unreal.js/blob/master/Examples/Content/Scripts/views/helloSpiralGenerator.jade

UnrealJs_editor.gif

How did you integrate three.js?

Been trying to get this to work, i cant load the examples but i have the plugin in, i have written a test script, but how do i run it on an actor?

@Denaton; I have seen many people struggling with installation. I think that there should be an automated installation script. FYI, automated build script already exists in repo.

@nako_sung
I have it installed, the examples just wont load for me, the project is empty.
I can start a new project and i have, where i can use the Javascript Component

You don’t wanna make a image step by step or a video?
I really like the idea of using Javascript since i am a webb developer

Hello, I have problems with packaging the example project (win64).

Building for Development win64 tells me it cannot find “UE4-DirectoryWatcher.lib” and indeed only “UE4Editor-DirectoryWatcher.lib” exists (windows D:\Epic Games\4.10\Engine\Intermediate\Build\Win64\UE4Editor\Development).

Do you know how I could get UE4-DirectoryWatcher.lib to build so I can try to package the example project?

@freakhill; Why don’t you try prebuilt binaries? :slight_smile:
@Denaton; your attachment is not visible…

I use the prebuilt binaries, but packaging does not work.

Once a package is created, when trying to launch the binary it says that it cannot find “DirectoryWatcher”
When I watch in detail the packaging logs it says that it cannot find “UE4-DirectoryWatcher.lib”. And I don’t know how to build it by myself.

I started everything from a fresh UE4.10.1 so I suppose something might have been loss in the binaries on the way…
(I also tried with a built UE4.10.1 from source).


I’ll retry from 0 and post what I get.

==============

  1. Git Clone

gitclone.png

  1. Get Prebuilt

gitclone.png

  1. Unzip Unreal.js prebuilt

  1. Install the npm modules required for examples

  1. Open uproject file

  1. Activate Javascript console and test a game in the editor

-> js console is there but for some reason i cannot see the scenes now…

error
->
prebuilts.png

well, well, that wasn’t expected…

well … restarting again, same instructions.

ok -> I did the same thing BUT, i did “npm uninstall” THEN “npm install”, now it works

  1. now packaging

package.png

  1. package success

  1. Now time to try to run the packaged project

  1. Now let’s add the prebuilt V8

  1. Creating the necessary links

Following the instructions lead to Examples/Plugins already existing!
so i bak it up in Examples/Plugins.bak and create the links

  1. We try to package again!

…huh… crash at launch??

crash.png

Oh I had forgotten, when creating the link, it is missing the binaries so copying them.

Trying to launch and package again!

  1. Fail again with same error. (V8 not found)

Let’s try to build V8 now.

  1. Adding an empty class to rebuild.

  1. Build development target

and this is where i get. Link error because the file UE4-DirectoryWatcher.lib can’t be found.

I checked and it is not on my harddrive.

Packaging from the UE4 UI gives the same error.

the libs have correctly been built

but the final executable cannot be linked without UE4-DirectoryWatcher.lib, and I don’t know how to get it…

I humbly ask for your help…

I’m trying to make a workflow from Clojurescript to UE4, and use it to develop the simulation engine of a RTS game I am building with a friend, and present it to my coworker if it works smooth.

I’m trying to build a package to repro.


Everything seems fine for me. DirectoryWatcher module is located in Engine/Source/Developer/DirectoryWatcher.

Did you build a package by clicking “Package project” under File menu?


Maybe there is a problem with prebuilt binary. Could you try again with source code?


Is this link helpful?

I updated my post up there with the procedure up to my crash. Including trying to rebuild the plugin.

The UE4-DirectoryWatcher module source is there, but it does not get built…

I could repro your problem on my environment.

I updated to exclude DirectoryWatcher for non editor build.

thank you a lot!


the packaged project starts successfully!

“Make sure you have UnrealEngine 4.10 canonical build.”

it looks like that u did not change any engine source code.So I was wondering why this plugin requires a source build ?
Is that needed to generate reflection code for it’s own purpose?

@muzaheed No. It doesn’t require engine source code.

This looks amazing! can’t wait to try it!

For newbies to UE4 (like myself)!

First, Sung, many thanks for this wonderful achievement ! I’m convinced that it will help some of us to do more in less time. Personally, I’m not a big fan of c++ (have enough experience in it, but just don’t like it - but that is a personal flavour). It is not the pointers or the memory management as I used to work (for tens of thousands of programming hours) in Delphi (Pascal) (including ASM). It just is not my thing …

During the installation procedure of Unreal.js, a newbie like myself, is likely to incorrectly install the plugin, ending up with a no working plugin and of course no working Unreal.js as a consequence

The plugin must be installed in the “Program Files (x86)/Epic Games/(engine version eg 4.10)/Engine/Plugins”

It took me a while to find that one as a “Plugin” directory exists in the unzipped “Unreal.js” file as well !

Cheers,

Geert

@gm0124816 I agree installing Unreal.js seems tricky. I think self-executable install package would be great for 'end-user’s.