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How do you store the variables/actors created in js to blueprint? Let's say I'd like to pass the actors created in the helloWorld.js to the blueprint running the js component.
actor = new TextRenderActor(GWorld,{X:100,Z:100},{Yaw:180})
How would I do that?
The text was updated successfully, but these errors were encountered:
You could e.g. write a blueprint function with an actor param on a uobject you have access to in Js e.g. another bp actor you spawned, then call the function with the Js object and unreal.js will automatically cast and convert V8 types to the unreal ones.
Usually I get a reference to the owner of the JavaScript component and add some utility functions on that actor for e.g. book keeping or comms.
Subclassing a c++/blueprint actor with common api is another way to communicate.
How do you store the variables/actors created in js to blueprint? Let's say I'd like to pass the actors created in the helloWorld.js to the blueprint running the js component.
actor = new TextRenderActor(GWorld,{X:100,Z:100},{Yaw:180})
How would I do that?
The text was updated successfully, but these errors were encountered: