-
Notifications
You must be signed in to change notification settings - Fork 345
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Pass js vaiables to blueprint #332
Comments
You could e.g. write a blueprint function with an actor param on a uobject you have access to in Js e.g. another bp actor you spawned, then call the function with the Js object and unreal.js will automatically cast and convert V8 types to the unreal ones. Usually I get a reference to the owner of the JavaScript component and add some utility functions on that actor for e.g. book keeping or comms. Subclassing a c++/blueprint actor with common api is another way to communicate. The wiki is probably the best place for examples: https://github.com/ncsoft/Unreal.js/wiki |
Hello, did you manage to do that I cant understand the docs.? |
See subclassing section https://github.com/ncsoft/Unreal.js/wiki/Subclassing And for basics try the video tutorials: https://github.com/ncsoft/Unreal.js/wiki/Video-tutorials |
How do you store the variables/actors created in js to blueprint? Let's say I'd like to pass the actors created in the helloWorld.js to the blueprint running the js component.
actor = new TextRenderActor(GWorld,{X:100,Z:100},{Yaw:180})
How would I do that?
The text was updated successfully, but these errors were encountered: