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Unreal 5.3 support #340
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What would it take to get 5.2/5.3 upgrades moving ? If someone on the team could go over the process upgrading I would be glad to help. |
+1 - is this a situation where maintaining a community fork would be reasonable if the team isn't able to maintain support for upgrades? |
I generally casually maintain my opinionated UnrealJs fork (https://github.com/getnamo/UnrealJs), you can find a working 5.3 win64 release here: https://github.com/getnamo/UnrealJs/releases/tag/v0.9.1. Not all upstream changes are guaranteed, but it generally has very similar API apart from fork specific features (instances & async js). Can probably look at diffs to apply similar changes to mainline to update it to 5.3. Hope it helps. |
Thank you very much. I will take a look.
…On Tue, Dec 19, 2023 at 3:01 PM Jan Kaniewski ***@***.***> wrote:
I generally casually maintain my opinionated UnrealJs fork (
https://github.com/getnamo/UnrealJs), you can find a working 5.3 win64
release here: https://github.com/getnamo/UnrealJs/releases/tag/v0.9.1.
Not all upstream changes are guaranteed, but it generally has very similar
API apart from fork specific features (instances & async js).
Can probably look at diffs to apply similar changes to mainline to update
it to 5.3. Hope it helps.
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i have modified sources using diffs from getnamo and it works for me in unreal engine 5.3 on linux. you can check it out here https://github.com/dariusznaurecki/Unrealjs |
How hard would it be or does code already exist for UnrealJS that grabs a
camera render target and sends that data to another process.
Preferably python and using socket_io
I have done this type of work a few years ago with Unreal/Python
plugin/ZeroMQ but was wondering if it's easier in UnrealJS.
The use case is machine learning, think jupiter notebook talking to Unreal
using UnrealJS.
Thanks
…On Sat, Dec 23, 2023 at 8:59 AM dariusznaurecki ***@***.***> wrote:
i have modified sources using diffs from getnamo and it works for me in
unreal engine 5.3 on linux. you can check it out here
https://github.com/dariusznaurecki/Unrealjs
unrealjs.png (view on web)
<https://github.com/ncsoft/Unreal.js/assets/139545196/4858c17e-13b5-4d28-8f6b-d6b55616b635>
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You wouldn't need unreal.js for this, just a texture2d copy to buffer (c++ code) (optionally convert to png if bandwidth is problem), then e.g. emit buffer using socket.io plugin and handle incoming buffer. Edit: |
I will take a look at your links. Thanks for your effort. |
Does anyone know how to establish a connection between UMG and JS? #342 I hope the design of the UMG interface is completed in the blueprint, but the corresponding logic is written in the JS layer. I refer to https://github.com/ncsoft/Unreal.js/wiki/Override-Blueprint-Function, The function in the blueprint cannot be override in the JavaScript layer through the following code class MyTestWidget extends WidgetBlueprint.Load('/Game/Test/MyWidget').GeneratedClass{
// MyWidget is a UMG inherited from JavascriptWidget, Create in editor
// Override, but no effect
Test() {
console.log("Press Button From Javascript")
}
}
function main()
{
let widget = GWorld.CreateWidget(JavascriptWidget, PC)
widget.JavascriptContext = Context
widget.bSupportsKeyboardFocus = true
widget.bIsFocusable = true
let Test = new MyTestWidget()
widget.SetRootWidget(Test)
widget.AddToViewport()
} The following method is even more incorrect, and UMG will not display properly: class MyTestWidget extends WidgetBlueprint.Load('/Game/Test/MyWidget').GeneratedClass{
// Override an event which was declared in Blueprint
Test() {
console.log("Press Button From Javascript")
}
}
function main()
{
let PC = GetPC()
let TestWidget_C = require('uclass')()(global, MyTestWidget)
let widget = GWorld.CreateWidget(TestWidget_C, PC)
console.log(JSON.stringify(widget))
widget.AddToViewport()
} |
In the hierarchy it's usually c++ > blueprint -> Javascript so blueprints can inherit and override c++ classes and JavaScript can inherit blueprints and c++ classes, but it doesn't go the other way. If you want to call a function implemented in JavaScript from blueprint use inheritance to make a base function that the js layer implements in it's subclass. You can't inherit from Js defined class in blueprints but you can build common API via interfaces or inheritance that you can call. JavaScript overrides do work, just make sure |
Hello!
Is it planned to support version 5.3 ?
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