Jan Kaniewski

Results 268 comments of Jan Kaniewski

@krumiaa looking at fancyLoadNPM, it appears to require you to have [node](https://nodejs.org/en/) installed separately, do you have it installed?

I don't know about the mainline, but I'll likely be maintaining my fork of unreal.js-core for a while (https://github.com/getnamo/Unreal.js-core), it has a working ue5 branch found here: https://github.com/getnamo/Unreal.js-core/tree/ue5. I don't...

Just pushed https://github.com/getnamo/Unreal.js-core/commit/bd98f79d57d52e9d6cf9341a8527782cea6f3c7f which should make my branch of unreal.js work with the UE5 latest release. Pull, compile and give it a whirl.

If I recall correctly the V8 instance runs on the game thread so it shouldn't be a race condition. It may be a timing/context of when the function is called?

Removing the y variable from definition and the console[x] seems to fix the double print. Relevant line is: https://github.com/ncsoft/Unreal.js-core/blob/master/Source/V8/Private/Inspector.cpp#L450 Resulting text should be something like: ```javascript 'log error warn info...

I wonder if you could write platform specific binds which re-implement the api the modules have in C++. E.g. you bind fs to windows commands, same with http and net....

I believe that's the right approach. Just keep in mind the option of having the missing modules as passthroughs if you hit a roadblock. that's what I think https://github.com/nodekit-io/nodekit could...

android does work with libs and instructions provided in this issue: https://github.com/ncsoft/Unreal.js-core/issues/43

see https://github.com/ncsoft/Unreal.js/wiki/Override-Blueprint-Function

Fixed in https://github.com/getnamo/ZipUtility-Unreal/releases/tag/v1.1.1