UE4SS
UE4SS
> ```c++ > // LuaMadeSimple.hpp > else if constexpr (std::is_same_v) > { > lua_pushinteger(get_lua_instance().get_lua_state(), static_cast(value)); > } > ``` > > I had to include uint64_t aswell since that's what...
Regarding the property flags problem, I wonder if it's possible to make an opaque Lua type that's just a uint64 on the C++ side. We'd have to implement the proper...
Current status: [This](https://github.com/UE4SS-RE/RE-UE4SS/pull/421#issuecomment-2049808838) needs to be resolved, see [this](https://github.com/UE4SS-RE/RE-UE4SS/pull/421#issuecomment-2049848424) for another possible solution. After that, this is probably ready for final review.
I've gone ahead and added and switched to `UInt64` for EPropertyFlags and the functions that use EPropertyFlags. I believe this PR should now be ready for final testing & review,...
A changelog entry is missing for this feature, and the docs haven't been updated either.
> I haven't done docs yet since I wasn't sure if we're going with the original way of registering a callback function with `FunctionToCall` using FString or if we're going...
> its weird because my case it was working just fine then i went to get on the other day and it just stopped for some reason mods like paldar...
> Same here, though on the XBox Version of Palword. If I can provide any files to help solve this I'd be happy to. I just installed UE4SS, with the...
> Yes, I didn't find the log file. It should have been generated in the win64 folder, right? It seems that UE4SS was not injected successfully, but I don’t know...
Your dump isn't sufficient. Building the shipping target locally, neither UE4SS.pdb nor KismetDebugger.pdb is compatible with your crash. I've assumed you've built the shipping target based on the sizes of...