Unreal.js
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Race condition?
My repro: On the latest version of Unreal.js, I'm evaluating the following many times per second (as quickly as I can send messages into Unreal via a tcp server):
GWorld.GetAllActorsOfClass(Actor).OutActors
It almost always returns a non-empty list. But occasionally it is empty.
What would cause Unreal.js to briefly think there are no actors in the game? (There are actors in the game, btw.)
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?