Unreal.js
Unreal.js is a plug-in which brings V8-powered Javascript into UnrealEngine4.
Features
-
Powered by latest V8 (ES6)
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CommonJS modules
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Full access to the whole UnrealEngine API
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Free to subclass existing classes including blueprint
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Web-dev like UMG (Jade, pseudo-css, pseudo-angular.js)
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Live reload
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Communicate with outer world: REST, process(pipe), arraybuffer, ...
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Bridge API for editor extension
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Auto-completion for Visual Studio (auto-generated *.d.ts)
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Dedicated Javascript console on UnrealEditor
Install
- Install git-lfs first to download *.umap, *.uasset properly. (https://git-lfs.github.com/)
- Download prebuilt V8 and unzip into Engine/Plugins/UnrealJS. (files are located in releases)
- Open
Examples/JavascriptPlayground.uproject
License
Apache2
Examples
Unreal 2048
Create a new actor
let myActor = new Actor(GWorld,{X:10,Y:20,Z:30});
myActor.SetActorLocation({X:40,Y:80,Z:120});
Subclass an existing class
class MyActor extends Actor {
properties() {
this.MyProp/*EditAnywhere+Replicated+int*/;
}
RPC(x/*int*/) /*Server+Reliable*/ {
console.log('This function is replicated',this.MyProp++);
}
}
let MyActor_C = require('uclass')()(global,MyActor);
if (GWorld.IsServer()) {
new MyActor_C(GWorld);
}
Node.js like
let _ = require('lodash');
let kick = () => {
console.log("Hello timer!",_.keys(this));
setTimeout(kick,1000);
};
kick();
GameUI-dev like web-dev
div
span.full
Button.full
text {{text}}
div.full
Button.full(fn.on-clicked="inc()")
text {{count}}
Button.full(fn.on-clicked="add()")
text Click button above!
span
text.yellow >
EditableText(Binding.Text='text',
fn.on-text-changed='text = ^arguments[0]',
HintText="Your secret goes here")
list.full(repeat='item in items',on-click="discard(item)")
HorizontalBox.small
text.full {{item.key}}
text.full {{item.value}}
Write your own extension
Just add some static function into your UBlueprintFunctionLibrary
.
UCLASS()
class UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY();
public:
UFUNCTION(BlueprintCallable, Category = "Scripting | Javascript")
static bool MySuperFunction(UMySuperActor* SuperActor, FString SuperPath, FVector* OutVector);
};
let result = MySuperActor.MySuperFunction("SuperPath")
console.log(`return value:${result.$} vector:${result.OutVector}`)
Direct access to raw memory
let ab = new ArrayBuffer(32*1024); // 32K bytes buffer
let u8 = new Uint8Array(ab); // typed array
memory.bind(ab);
GWorld.MySuperMemoryFunction();
memory.unbind(ab);
void UMyBlueprintFunctionLibrary::MySuperMemoryFunction(UWorld* World)
{
auto size = FArrayBufferAccessor::GetSize();
auto buffer = FArrayBufferAccessor::GetData();
}