Stanislav Denisov
Stanislav Denisov
> Does Unreal have the same issue you describing when you add .cpp files manually? Yes. > Doesn't it already reflect the changes dynamically, based on the new cpp code...
> Yes, the only option is to use workarounds with object IDs, at the moment, since properties is the only intermediate type-safe data storage. It seems that now we have...
You can find some info [here](https://github.com/nxrighthere/UnrealCLR/discussions/171#discussioncomment-1135148).
Could you please provide a use case with sub-classes that you need from it?
I'll look into this, but it sounds like you will also need https://github.com/nxrighthere/UnrealCLR/issues/61 for this.
`UDataAsset` requires C++ code generation in order to make it work properly in the editor. Probably generation at runtime is possible, but the plugin doesn't have this feature at the...
I haven't touched 1.3.0 yet, only 1.2.0 is supported at the moment.
Hi, sure. Can you point me to the exact API that you would like to wrap?
@fletcherdvalve Fletch, in the flat interface functionality for `ISteamNetworkingConnectionCustomSignaling` and `ITrivialSignalingClient` seems missed. Also, this signature `const SteamNetworkingIPAddr &` across the header is not ANSI C compatible (linkage will be...
I'm slammed with other projects and IRL stuff at the moment, so can't check this out yet, unfortunately.