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.
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.