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Unreal Engine 4 Plugin for Lua APIs implementation

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Hey there! I've recently played around with LuaMachine and replication and noticed some weirdness going on: When launching 2 instances in PIE using "run in one process" and executing an...

Is there a way to return the error from a failed `Run Code Asset` node? Currently I can print the error out inside my `LuaState` subclass, but I'd like to...

Added blueprint functions for lua states, added LuaStateComponent for an instantiation example LuaStateComponent could possibly be merged with LuaComponent, up to you. Left out http functions for now, you should...

Is there a way to be able to write Unreal Automation Tool functional tests in Lua instead of blueprints?

Hello, lua run file doesnt seem to work : ![image](https://user-images.githubusercontent.com/78973002/115099113-23a40680-9f34-11eb-9b1a-6b0d9cbc5e3a.png) ![image](https://user-images.githubusercontent.com/78973002/115099119-2c94d800-9f34-11eb-8e76-4da14cb23e14.png) ![image](https://user-images.githubusercontent.com/78973002/115099129-374f6d00-9f34-11eb-95e5-4dfab4674c8c.png) It say nil :/

Hello, my project has the Data Validation plugin enabled and it is throwing this error when compiling a widget that contains a Lua Code Box. ``` [AssetLog] C:\ConlangKit\Content\ConlangKit\UI\SoundChangeApplier\WBP_TemplateEditor.uasset: Leak Detected!...

I intend to use lua to make api calls, because it is much less cumbersome than blueprints when it comes to formating a string or extracting data from json. I...

Add basic functionality to have instanced States. Currently only LuaStateGlobalCall and LuaStateRunFile are supported.

Using: Windows 11, Unreal Engine 5.2, Visual Studio 2022, LuaMachine [20240424](https://github.com/rdeioris/LuaMachine/releases/tag/20240424) In LuaState.cpp:2196, in the handler for FMapProperty properties, it iterates over all map pairs with this code: ``` uint8*...