-
Notifications
You must be signed in to change notification settings - Fork 350
Cooking
Current version of UnrealEngine doesn't handle plugins with Content
correctly. For a workaround you may copy Plugins/UnrealJS/Content
into cooked target manually.
While cooking a shipping version, UnrealEngine strips all assets which are not referenced by root asset
s. Cooker doesn't know anything about *.js
, so Resource.Load
ed assets will not be included in the final shipping version. As a remedy for this problem, JavascriptComponent
has Assets
and ClassAssets
which are key-value store containing FStringAssetReference
and TSubclassOf<UObject>
. Those assets can be accessed via Root.ResolveAsset(asset-name,true/*true for load*/)
and Root.ResolveClass(asset-name)
.
Before
class MyChildActor extends Blueprint.Load('/SomeNice').GeneratedClass {}
After
class MyChildActor extends Root.ResolveClass('blueprint') {}
Non native project which doesn't have a single c++ class cannot be baked with game plugins. So if you have installed Unreal.js as a game plugin, you should switch your project into c++ project by adding a dummy native class.
Not to lose your Content/Scripts folder, please add your Content/Scripts to Package Settings - Additional Non-Asset Directories to Copy