tsu
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TypeScript plugin for Unreal Engine 4
It seems `UBlueprint::GatherDependencies` isn't doing the trick of signaling to UE4 that certain TSU blueprints are dependant on other blueprints. If a certain blueprint is _only_ used within TSU code,...
For a start it's gonna involve getting a macOS version of V8, TsuParser and `FTsuReplProcess` up and running. Also keep in mind that Win64 is currently the only whitelisted platform...
For a start it's gonna involve getting a Linux version of V8, TsuParser and `FTsuReplProcess` up and running. Might have some overlap with #22. Also keep in mind that Win64...
Ideally there would be some script(s) bundled with the repo that downloads the currently targeted version of V8 and builds it for some/all platforms. If not, then at least some...
Currently only input reference parameters are nullable (i.e. marked as `| null`). This was added as a hack in order to allow `null` to be passed to function parameters while...
For whatever reason these don't get typings generated for them.
There's no way to represent things like `FVector::ZeroVector`, `FRotator::ZeroRotator` or `FTransform::Identity`. Ideally these should somehow be provided as a `static readonly` properties on each respective class.
Parameters with the `UPARAM(ref)` annotation currently gets treated as an output parameter, which results in some janky typings, like: ```ts declare class Vector2D { normalize(tolerance?: number): { a: Vector2D };...
Trying to do something like: ```ts export function(param: {}) { /* ... */ } ``` ... will result in `param` resolving to a `UObject` pin in the resulting blueprint function....
With #12 being fixed you can now do stuff like `controller.isInputKeyDown(EKeys.SpaceBar)`, but you still can't poll or listen to input mappings. I still don't how to do this one, at...