klawr
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A set of Unreal Engine 4 plugins that enable the use of C# (and other CLI languages) in game projects targeting the Windows platform.
Just like with C++ code users should be able to mark which methods should be accessible to Blueprints. To that end a new UFUNCTION attribute should be implemented that can...
This will work similarly to the C++ code, public properties marked by a yet to be implemented UPROPERTY attribute should be accessible via Blueprints.
It's probably best to address issue #37 first.
UENUM(s) that are exposed to Blueprints should also be exposed to managed code.
Right now the game scripts assembly is built (if it's missing) when UnrealEd starts up, and any build errors are displayed in the Output window. However, the build errors get...
For consistency with the C# wrapper classes for the engine modules that end up in the Klawr.UnrealEngine namespace.
Currently things only work as expected when the script components are derived directly from UKlawrScriptComponent, see comment in EngineAppDomainManager,GetComponentTypeInfo() in the Klawr.ClrHost.Managed project.
Now that native `FName` is marshaled as managed `FScriptName` instead of managed `string` there needs to be an easy way to convert the `FScriptName` to `string` in managed code. This...
Prior to UE 4.8 build output for engine plugins ended up in `Engine/Binaries` and `Engine/Intermediate`, as of UE 4.8 build output ends up in the `Binaries` and `Intermediate` directories within...
Once wrappers are being generated for game modules the Hot Reloading of said modules will have to be dealt with somehow.