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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.

Results 31 klawr issues
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The current C# wrapper classes generated for Blueprint function libraries aren't terribly useful, the user should not need to explicitly acquire an instance of a **UBlueprintFunctionLibrary** in order to call...

enhancement

In UE 4.5 a new UninitializeComponent method was added to UActorComponent, UKlawrScriptComponent should override it so that users can implement the new method in their C# script components.

enhancement

The PDB for the Klawr.ClrHost.Managed assembly is being copied along with the assembly, but the PDB for the Klawr.UnrealEngine assembly is not.

Currently wrappers are only generated for the core engine, and they all end up in the Klawr.UnrealEngine assembly. Wrappers for game modules should go into a separate assembly, perhaps Klawr.Game....

enhancement

The C# wrappers generated by KlawrCodeGenerator need a bunch of tests to ensure the method parameter and property data is being passed across the native/managed boundary as expected.

enhancement

For example AActor has this native method: ``` UFUNCTION(BlueprintCallable, meta=(FriendlyName = "GetRootComponent"), Category="Utilities|Transformation") class USceneComponent* K2_GetRootComponent() const; ``` And the corresponding generated method in the C# wrapper is: ``` public...

enhancement

If a type can't be used as the base of a Blueprint then it's doesn't need a corresponding ScriptObject class. For example UClassScriptObject is useless because you can't use UClass...

enhancement

Would be nice if the generated .cs files were put into subdirectories matching the module names, rather than dumping all the files into a single directory. Might also be a...

enhancement

Currently the internal UObjectHandle in a generated C# wrapper class is only valid after the game/PIE starts, but instances of the wrapper class itself are created in the editor prior...

enhancement

For example in AActor there's this: ``` UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use Component.DestroyComponent instead", BlueprintProtected = "true", FriendlyName = "DestroyComponent")) void K2_DestroyComponent(UActorComponent* Component); ``` Not sure how to get at...

enhancement