Better error handling in 'Call a Lua Function' k2node

This commit is contained in:
2025-04-07 18:00:45 -04:00
parent d35125eb70
commit 865297331a
6 changed files with 90 additions and 29 deletions

View File

@@ -118,8 +118,8 @@ public:
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallInvoke(UObject *context, AActor *Place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallProbe(UObject *context, AActor *Place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", ExpandBoolAsExecs="ReturnValue", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static bool LuaCallProbe(UObject *context, AActor *Place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static UlxLuaValues *LuaCallGetRest(UObject *context);