Unreal.js
Unreal.js is a plug-in which brings V8-powered Javascript into UnrealEngine4.
Features
- 
Powered by latest V8 (ES6)
 - 
CommonJS modules
 - 
Full access to the whole UnrealEngine API
 - 
Free to subclass existing classes including blueprint
 - 
Live reload
 - 
Communicate with outer world: REST(http), websocket, process(pipe), arraybuffer, ...
 - 
Bridge API for editor extension
 - 
Auto-completion for Visual Studio Code (auto-generated *.d.ts)
 - 
Debugging within Visual Studio, Visual Studio Code, WebStorm and all IDE which supports V8 protocol
 - 
Profiling supported by V8
 - 
Dedicated Javascript console on UnrealEditor
 - 
(Full) access to existing javascript libraries via npm, bower, ...
 
Wiki
Dummy demo
- Very simple demo available (https://github.com/ncsoft/Unreal.js/archive/snippet-editor.zip)
 
Install and play
- Video tutorial available!
 
- Make sure you have UnrealEngine 4.11.2 canonical build.
 - Download prebuilt UnrealJS plugin and unzip into 
Examples/Plugins/UnrealJS. 
- Make sure your directory layout is correct:
 
Examples/          # project root directory
   Content/
       Scripts/   # "npm install" here
   Plugins/
       UnrealJS/
- Open 
Examples/JavascriptPlayground.uproject - Activate 
JavascriptConsoleby clickingWindows - Developer Tools - JavascriptConsole. 
Build
- Windows
 - Download prebuilt V8 and unzip into .../Plugins/UnrealJS. (files are located in releases)
 mklink /d /j Build/Plugins Pluginsmklink /d /j Examples/Plugins Plugins- Mac
 brew install v8(Please use 4.9.385.35)cd <your project>/Plugins; git clone https://github.com/ncsoft/Unreal.js-core UnrealJS
License
Apache2
Examples
2048
Springy
Editor extension
Create a new actor
let myActor = new Actor(GWorld,{X:10,Y:20,Z:30});
myActor.SetActorLocation({X:40,Y:80,Z:120});Subclass an existing class
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);
}Node.js like
let _ = require('lodash');
let kick = () => {
  console.log("Hello timer!",_.keys(this));
  setTimeout(kick,1000);
};
kick();


