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Managed assemblies loading only from sub-folders #18
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Show me your code please. |
|
It works fine for me. The test project works for you? Which version of the plugin are you using? |
I'm using the latest version of the plugin with UE4.25.3 and dotnet-sdk-3.1.401-win-x64 although during the installer I said no to the tests, will retry with the tests now |
If the test project doesn't work for you, then make sure that the plugin is properly initialized https://github.com/nxrighthere/UnrealCLR#running |
It's working now, I think it's because I was building with |
Nevermind, I found why this might happen, going to fix it quickly. |
Awesome, also just been digging into the Tests and noticed that everything is static. What is the reason for this? Just wondering because in C++ you can for example do |
I did that in tests to quickly switch between them. If you have experience working with regular .NET applications where you have |
Ok yeah that makes sense, I was assuming I could do something like the following based on my understanding of the C++ workflow: public class PlayerCharacter : Character
{
protected override void Tick()
{
base.Tick();
Debug.Log(LogLevel.Display, "Tick");
}
} |
Yea, the approach here is very different. The framework is not following idioms of the engine, so you can organize the execution flow and stuff the way you like with full control over it and keep it all managed. So to reproduce the same approach as in your example, you can create an intermediate scripts manager to execute logic using the object-oriented design or any other one. |
Ok thanks for the info, will spend some time having fun with my own execution plan and see what I can come up with. |
I have just created a new BP project, installed UnrealCLR, created a .NET Core class library, copied C# entry point code from the manual, added reference to UnrealEngine.Framework, built class library to Managed folder with
dotnet build -o %Project%\Managed
and then ran in editor.I'm not getting any of the on screen debug messages which I'm assuming means the entry point isn't working. The class library/framework dll's are in the Managed folder.
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