Lua 'require' module/library functionality in LY

0

Hello all,

I'm looking to use the 'require' functionality in Lua (as described here) as in this example:

mymodule = require "mymodule"
mymodule.foo()

to utilise Lua's version of libraries (modules) in Lumberyard, however I'm getting the following error when attempting to do so:

[Warning] levelname/scripts/test.lua:5: module 'mymodule' not found:Module "mymodule.luac" has not been registered with the Asset Database.---------- START STACK TRACE ---------- ---------- END STACK TRACE ----------

I get the feeling that this functionality is not implemented for use in Lumberyard? Could this please be confirmed if so, or insight given as to the proper way to achieve this effect in LY if implemented differently?

Thanks a lot,

Alex

질문됨 7년 전205회 조회
5개 답변
0
수락된 답변

Hey @REDACTEDUSER FileName: mymodule.lua

REMOVEDUPLOAD

FileName: lua_test.lua

Output:

Note: There is a known bug where lua files do not reload into the Lua Script component after we make changes to the scripts. For this, we simply need to re-browse for the Lua file in the Lua Script component to load the latest changes. We are working on fixing this issue ASAP —

Hope this was helpful!

답변함 7년 전
0

Bumping this hoping for an answer, it's proving to be a blocker to implementing functionality!

답변함 7년 전
0

Hey @REDACTEDUSER

답변함 7년 전
0

Thank you @REDACTEDUSER

답변함 7년 전
0

i still get the: "has not been registered with the Asset Database." error when trying load a module (1.9.0.1)

Thanks

답변함 7년 전

이 게시물은 마감됨: 새 답변, 댓글 및 투표 추가가 비활성화되었습니다.

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