FAQ
Q: Overwritten RecieveTick but unuseful
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: Could not load Lua script files after packing
A: Add Lua script files path into Additional Non-Asset Directories to Package in UEEditor's Project Settings
Q: Can't overwrite interface methods in multiple inheritance levels?
A: Only can override the UFUNCTIONs with BlueprintNativeEvent property or BlueprintImplementationEvent property.
Q: There is log of Unknown bytecode 0xFF; ignoring it
A: 0xFF is an Opcode register by UnLua, refer to Implementation Principle, it will not affect the use.
Q: Is there a way to override only part of the logic in the blueprint
A: You can merge part of the logic into a function (Collapse To Function), and then overwrite this function in Lua.
Q: How to use Lua debugging?
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: How to use IntelliSense?
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: Which products are using UnLua?
A: There more than 20 projects using UnLua in Tencent, but unavailable to count projects out of Tencent.
Q: Is there any info of G6IDE?
A: At present, G6IDE has been switched to VSCode plug-in development, and the new version will be released later.