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It would be awesome to have a similar logic as ULuaUserDataObject::ReceiveLuaMetaIndex(Key) and ULuaUserDataObject::ReceiveLuaMetaNewIndex(Key, Value), but for ULuaState so you would be able to intercept whenever the global table tries to access a field that does not exist etc.
The goal for me is to intercept simple code lite this:
ULuaBlueprintFunctionLibrary::LuaRunString(GetWorld(), URCLuaReflectionState::StaticClass(),"Foo");
and be able to return a dynamic FLuaValue based on the Key:"Foo" from a C++ callback.
The text was updated successfully, but these errors were encountered:
It would be awesome to have a similar logic as ULuaUserDataObject::ReceiveLuaMetaIndex(Key) and ULuaUserDataObject::ReceiveLuaMetaNewIndex(Key, Value), but for ULuaState so you would be able to intercept whenever the global table tries to access a field that does not exist etc.
The goal for me is to intercept simple code lite this:
ULuaBlueprintFunctionLibrary::LuaRunString(GetWorld(), URCLuaReflectionState::StaticClass(),"Foo");
and be able to return a dynamic FLuaValue based on the Key:"Foo" from a C++ callback.
The text was updated successfully, but these errors were encountered: