Beta release 3.0.1158 (GitHub only)


#1

The latest release of the SkookumScript Unreal Engine 4 plugin is available on GitHub for C++/Visual Studio users that build the plugin and the engine themselves.

[A prebuilt release will be made available shortly.]

New in this release

  • comments now auto-generated from UE4 function meta data
  • script-only functions on SkookumScript classes derived from Actor now automagically available in Blueprint graphs (in SkookumScript category) via new class SkUEBlueprintInterface [Work is still in progress on this feature - more details later]
  • automatic dynamic mapping of Blueprint generated classes to SkookumScipt classes
  • outgoing parameters of Engine-Generated methods are now properly passed back
  • updated SkookumDemo scripts and example script snippets in workspace.sk
  • added index operator {} - calls at()
  • added index bind operator {}: - calls at_set()
  • fixed default constructors for VectorMath classes so objects get properly initialized to zero
  • added guard for UCS-2/UTF-16 and skip past BOM on UTF-8
  • as always: performed several fixes and reams of insanely meticulous detail work

Also see info on past releases here.

Installing the latest SkookumScript UE4 plugin (for C++/Visual Studio users)

Follow these instructions to get everything up and running, then proceed to the “Unreal Engine 4 Plug-in” doc page for more info.

The SkookumScript plugin code is provided via GitHub where we push updates and bug fixes and of course where we eagerly await any pull requests for your own cool additions and improvements to hand back to the community. We assume you already use GitHub to get the Unreal Engine source code itself, so it should be quite easy. (In the future we will try to automate this and make it even easier.) We recommend using the command line, since the GUI tools tend to get confused because you are trying to clone a repository inside a repository.

  1. If you have not done so already, clone the following three repositories to your local machine (if you have cloned them already, of course all you have to do is git pull on each of them). cd to your Engine/Plugins folder, and run these commands:
    git clone https://github.com/AgogLabs/SkookumScript-UnrealEngine.git SkookumScript -b 4.8
    git clone https://github.com/AgogLabs/SkookumScriptGenerator-UnrealEngine.git SkookumScriptGenerator -b 4.8
    Then cd to your projects folder and run:
    git clone https://github.com/AgogLabs/SkookumDemo-UnrealEngine.git SkookumDemo -b 4.8
    (assuming your engine version is 4.8, for engine versions 4.7 and earlier, use -b 4.7 instead of -b 4.8)
    That’s it—you can now easily pull down our latest code any time—simply cd to the SkookumScript or SkookumScriptGenerator folder and run git pull!
    So to stay consistent at all times, simply git pull on all three repositories - SkookumScript-UnrealEngine, SkookumScriptGenerator-UnrealEngine and SkookumDemo-UnrealEngine.
  2. The UnrealHeaderTool plugin mechanism is not quite mature yet, so you have to go and modify two engine files by hand for it to work (if you haven’t done so already):
  • Open Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.cs in your favorite editor and add SkookumScriptGenerator to the AdditionalPlugins list.
  • Open Engine/Programs/UnrealHeaderTool/Config/DefaultEngine.ini and under [Plugins] add +ProgramEnabledPlugins="SkookumScriptGenerator"
  • If you forked the Unreal Engine on GitHub, we recommend that you check these two changes back into your repository.
  1. Finally, run GenerateProjectFiles.bat and then in your Visual Studio workspace, build the UnrealHeaderTool. As it builds, Module.SkookumScriptGenerator.cpp should fly past in the Output window to indicate that SkookumScriptGenerator has been properly recognized as a plugin.

The Usual Disclaimers

Before you can get your hands on this latest, greatest drop of SkookumScript, we need you to agree once more to the usual legal yada-yada that accompanies any kind of software. By downloading and using our software you agree to these terms:

THIS SOFTWARE IS PROVIDED BY AGOG LABS, INC. AND/OR THE AUTHORS OF THE SOFTWARE “AS IS”’ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL AGOG LABS, INC. AND/OR THE AUTHORS OF THE SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

You also agree that we (Agog Labs, Inc.) license this beta software only to you and your team, until September 1, 2015. Do not copy and/or distribute this beta software to anyone else. The beta software will expire on September 1, 2015, and you agree to delete the software on or before that time.

Don’t worry, we will release updates in the meantime as we work toward a more complete version without an expiration date. We promise you will be able to have a current version of SkookumScript available to use at all times during your entire project cycle.

Also note that the current release was only tested with Unreal Engine 4.7.6 and 4.8.0 on Windows x64. We plan to eventually support all target platforms and a number of Unreal Engine revisions, but for now on the beta 4.7 & 4.8/Win64 are the only supported configurations for which we provide binaries. If you are keen on using SkookumScript on a particular other platform or system, let us know and we will consider supporting it sooner.

More info on the SkookumScript plugin

Now proceed to the “Unreal Engine 4 Plug-in” doc page for more info. Have fun!


#2

Found a tiny bug, PR here: Fix a bug setting Skookum Class Name to empty will crash skookum runtime


#3

Thanks Nate! Merged your pull request.


#4

FYI - there was a GitHub update today July 3 at 1:00am Pacific Time and a new pre-built packaged update is on its way soon.