NimForUE
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Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Ni...
Is there anything you need help? There are no issues, so it's hard to know what needs help and what to be done. Thanks.
Seems like Linux is completely ignored by NimForUE code Both Unreal Engine and Nim have Linux support
If the user's game directory is in the same directory as the game engine it will conflict and try to install NimforUE in a directory that doesn't exist. [powershellerror.txt](https://github.com/jmgomez/NimForUE/files/10784663/powershellerror.txt) [NimcliError.txt](https://github.com/jmgomez/NimForUE/files/10784664/NimcliError.txt)...
This issue can be reproduced by naming variables in cpp like this: ```cpp UENUM(BlueprintType) enum class ENumTest: uint8 { _1_ = 1, //causes error as it ends with underscore _2_...
Would love to be able to click on the parent class shortcut at the top right in the blueprint window and have it open the file in the IDE. Which...
As the following image shows. uClass makes nimsuggest not highlight the mismatch type issue in line 11. This seems to be unrelated to the macro not being expanded for nimsuggest...
Setting a `FObjectProperty` with `FieldNotify` from Blueprint doesnt broadcast changes as others do. The following code works as expected: ```nim uClass UPlaceableViewModel of UMVVMViewModelBase: (BlueprintType) uprops(BlueprintReadWrite, EditAnywhere, FieldNotify): selectedName: FText...
Nim version: Nim Compiler Version 2.3.1 [Windows: amd64] Compiled at 2025-08-29 Nimble version: nimble v0.20.1 compiled at 2025-08-29 02:34:22 Unreal version: 5.6.1 When attempting to use the NimTemplate and run...
This is more of a documentation issue than a bug. If object instances are created in a function, then a GC cycle occurs. The references are destroyed which could lead...
I tried to bind the `MetasoundEngine` to get access to `UMetaSoundBuilderSubsystem`'s `CreateSourcePresetBuilder` here: `Engine\Plugins\Runtime\Metasound\Source\MetasoundEngine\Public\MetasoundBuilderSubsystem.h`: ```cpp UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound|Builder", meta = (ExpandEnumAsExecs = "OutResult")) UPARAM(DisplayName = "Source Preset Builder") UMetaSoundSourceBuilder*...