After exporting I want to be able to make a call for these event, something similar to request_fullscreen_callback from HTML5OpenGL.cpp, but I could not solve how to bind the blueprint class to emscripten.
I tried to embind c++ classes without success. Default C++ classes are ok, blueprint classes, I have no idea how to accomplish.
Here is a case to make the question a little more understandable: Let's say that there is a point light in the scene and a button inside a widget. When a user releases the button, an event fires. On blueprint, the event is assigned and point light is turned on or off.
I want to replace the widget button, and instead use an HTML dom object instead. So when user releases the dom object, I want to trigger the same (or something like that) event to turn the point light on or off.
Is there any examples in UE4 code that I can check? Is this possible?
asked Oct 09 '15 at 12:18 PM in C++ Programming
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