Unreal.js is a plug-in which brings V8-powered Javascript into UnrealEngine.
- Link to Demo project
- Link to the Unreal Engine Marketplace (4.11-4.27, 5.0-5.1)
- Update notes
- Link to NDC 2017 presentation (KR)
- Link to NDC 2017 presentation Video (KR)
- Support Platform : Win64, Mac, Linux, Android, iOS
- Search unreal.js on the epic marketplace
- Manual installation
git clone https://github.com/ncsoft/Unreal.js-core <YourProject>/Plugins/UnrealJS
cd <YourProject>/Plugins/UnrealJS && ./install-v8-libs
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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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Live reload
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Communicate with outer world: REST(http), process(pipe), arraybuffer, ...
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Bridge API for editor extension
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Auto-completion for Visual Studio Code (auto-generated *.d.ts)
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Debugging within Visual Studio, Visual Studio Code, WebStorm and all IDE which supports V8 protocol
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Profiling supported by V8
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Dedicated Javascript console on UnrealEditor
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(Full) access to existing javascript libraries via npm, bower, ...
- Very simple demo available (https://github.com/ncsoft/Unreal.js/archive/snippet-editor.zip)
- Licensed under the BSD 3-Clause "New" or "Revised" License
- see LICENSE for details
let myActor = new Actor(GWorld,{X:10,Y:20,Z:30});
myActor.SetActorLocation({X:40,Y:80,Z:120});
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);
}
let _ = require('lodash');
let kick = () => {
console.log("Hello timer!",_.keys(this));
setTimeout(kick,1000);
};
kick();