Comments (2)
More Detail : #340 (comment)
from unreal.js.
The correct code, SendButton is the corresponding button name in UMG
/// <reference path="typings/ue.d.ts">/>
function GetPC() {
return PlayerController.C(GWorld.GetAllActorsOfClass(PlayerController).OutActors[0])
}
function Test() {
console.log("Press Button From Javascript")
}
function main()
{
let PC = GetPC()
let TestWidget = WidgetBlueprint.Load('/Game/Test/WBP_Test').GeneratedClass
let widget = GWorld.CreateWidget(TestWidget, PC)
widget.AddToViewport()
widget.SendButton.OnClicked.Add(Test)
}
try
{
module.exports = () =>
{
let cleanup = null;
process.nextTick(() => cleanup = main());
return () => cleanup();
}
}catch(e)
{
require('bootstrap')('test')
}
from unreal.js.
Related Issues (20)
- What is this principle? HOT 1
- how to user GWorld.GetActorOfClass() HOT 3
- bp How to call unreal.js or override bp HOT 2
- After packing, Blueprint.Load is invalid HOT 6
- don't override blueprint method
- Not working in UE 5.1 HOT 10
- Make a proper documentation PLEASE! HOT 1
- Pass js vaiables to blueprint HOT 3
- [Question] Use this as ingame scripting? HOT 9
- UE5.03 Build for android "lv8_monolith" issue HOT 1
- Program crashes
- Not able to build with version 5.2 HOT 1
- Failed to package ue5.1 to linux. Procedure HOT 1
- Failed to package for windows HOT 1
- Unreal 5.3 support HOT 10
- How to include npm packages? Ethers.js? HOT 1
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from unreal.js.