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FAQ.md

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FAQ 常见问题解答

Q:覆写RecieveTick无效?(Overwritten RecieveTick but unuseful)

A:只有当蓝图中的Tick事件启用时,Lua中的Tick才会执行。这个是UE自己的设计,开启Tick有两种方法,一种是在C++中把bCanEverTick设为true,另一种就是在蓝图中创建Event Tick节点,可见FKismetCompilerContext::SetCanEverTick()函数。 A: Lua's Tick will only be called while Tick in Blueprint is enabled. This is designed by UE, you could enable Tick with two ways: one is set bCanEverTick=true in C++, and the other way is create Event Tick node in Blueprint, could see more details in FKismetCompilerContext::SetCanEverTick().

Q:Lua代码打包后加载不到?(Could not load Lua script files after packing)

A:在 "Additional Non-Asset Directories to Package" 一栏中加入Script目录。 A: Add Lua script files path into Additional Non-Asset Directories to Package in UEEditor's Project Settings

Q:多继承层次里不能覆写接口的方法吗?(Can't overwrite interface methods in multiple inheritance levels?)

A:只能够覆写标记了 BlueprintNativeEventBlueprintImplementationEventUFUNCTION。 A: Only can override the UFUNCTIONs with BlueprintNativeEvent property or BlueprintImplementationEvent property.

Q:出现 “Unknown bytecode 0xFF; ignoring it” 日志?(There is log of Unknown bytecode 0xFF; ignoring it)

A:0xFF是插件新注册的一个Opcode,参考实现原理,不会影响使用。 A: 0xFF is an Opcode register by UnLua, refer to Implementation Principle, it will not affect the use.

Q:有没有办法只重写蓝图中的部分逻辑?(Is there a way to override only part of the logic in the blueprint)

A:可以将部分逻辑合并成函数(Collapse To Function),然后在Lua中覆写这个函数。 A: You can merge part of the logic into a function (Collapse To Function), and then overwrite this function in Lua.

Q:如何使用调试?(How to use Lua debugging?)

A:和普通lua进程调试无区别,可以直接使用lua调试器按照一般lua进程的调试方式进行调试 A: It is no different from ordinary lua process debugging, you can directly use the lua debugger to debug according to the general lua process debugging method.

Q:如何使用IntelliSense(智能提示)?(How to use IntelliSense?)

A:设置 UnLuaIntelliSense.Build.cs 中 ENABLE_INTELLISENSE=1,并重新生成工程,则可以在UnLua 插件下的Intermediate目录中生成Lua IntelliSense,将该IntelliSense添加到Lua IDE的IntelliSense目录下,则可以实现UE的智能提示。 A: Set ENABLE_INTELLISENSE=1 in UnLuaIntelliSense.Build.cs and regenerate the project, then you can generate Lua IntelliSense in the Intermediate directory under the UnLua plug-in, and add the IntelliSense to the IntelliSense directory of Lua IDE to realize UE smart prompts.

Q:有哪些产品正在使用UnLua?(Which products are using UnLua?)

A:腾讯内部已知的有二十款左右项目在使用UnLua,外部项目暂时无法统计。 A: There more than 20 projects using UnLua in Tencent, but unavailable to count projects out of Tencent.

Q:G6IDE的相关消息?(Is there any info of G6IDE?)

A:目前G6IDE已经切换成 VSCode插件开发,新版本后面也会对外发布 A: At present, G6IDE has been switched to VSCode plug-in development, and the new version will be released later.