Behold a new, megalomaniacally improved drop of the SkookumScript Unreal Engine 4 Plugin, the script-tacular power tool that will revolutionize the way you work with Unreal Engine 4! We promise you, this is the point from which you will not want to go back to a life without SkookumScript!
Since the last update we have worked day and night (not to mention the eerie twilight hours between day and night) making more than 300 changes and additions to the SkookumScript UE4 Plugin, to integrate SkookumScript deeply and elegantly with Unreal Engine 4 and drastically improve your experience. As part of this hard and important work, we….
- hooked SkookumScript into the UE4 scripting reflection system (the same used for Blueprints) to provide you with close to 650 new classes and 6000 new engine bindings (more on the way!)
- massively reorganized and polished SkookumScript’s core class hierarchy to fit UE4 like a glove
- moved the SkookumScript UE4 Plugin to the
Engine/Plugins folder instead of a project
Plugins folder. This allows you to use SkookumScript with any project—whether the project extensively uses SkookumScript, or if you just want to use the SkookumScript IDE Console to run an occasional script snippet. (Running script snippets will become an integral part of your workflow—you and everyone on your team will love it!)
- made numerous engine events (such as actor overlap) available as specialized SkookumScript coroutines
- added a new vector math library/overlay
- made numerous improvements to the IDE (automatic script project switching when connecting to a UE4 project, incremental find, improved menus and tippier tool tips, to name a few)
- put up the code on GitHub for faster updates and community participation
- performed several fixes and reams of insanely meticulous detail work
Follow the following instructions to get everything up and running, then proceed to the “Unreal Engine 4 Plug-in” doc page for more info.
Installing the SkookumScript Plug-in
First, quit any running instances of the Unreal Engine (editor and/or game).
Next, if you have previous versions of the SkookumScript plugin installed, follow the steps in “Remove any previous release of SkookumScript and demo project”. Then (depending on whether you want to use the prebuilt Unreal Editor, or if you are using a version of the Unreal Editor that you built yourself from source) move on to either “Option 1: Install the new engine plugin (for Epic Games Launcher / prebuilt UE4 users)” or “Option 2: Install the new engine plugin (for C++/Visual Studio users)” below.
Remove any previous release of SkookumScript and demo project
If you have a previous install of the SkookumScript UE4 Plugin in your own custom projects, the easiest thing to do is to just remove the old version from any of your projects, as many things have changed and moved.
First, you may want to back up your
Plugins\SkookumScript\SkookumIDE\Scripts\workspace.sk file that is used by the Skookum IDE Console if you have any important code snippets in there that you’d like to keep (though many of the script commands have changed and evolved). Do not nuke the
Scripts folder in your project, as the new plugin will still use that. Also see “Upgrading an existing project to the new release of SkookumScript” below.
Next, clear out the previous release of SkookumScript from all of your projects by deleting the
Plugins/SkookumScript folder in any project using SkookumScript.
If you still have the demo project of the previous release, please delete all copies of it completely to avoid issues. A new demo project will be installed.
Option 1: Install the new SkookumScript UE4 Plugin (for Epic Games Launcher / prebuilt UE4 users)
- Locate the main folder of your installed Unreal Engine (for the 4.8 engine, find it at
C:\Program Files\Unreal Engine\4.8).
- Check if there’s a folder
Engine\Plugins\SkookumScript from a previous SkookumScript installation. If so, delete it.
- Check if there’s a folder
Engine\Content\SkookumScript from a previous SkookumScript installation. If so, delete it.
- Depending on the engine version you are using, download either the precompiled plugin for UE4.8 or the precompiled plugin for UE4.7 and unzip into your
- After unzipping, there should be a
SkookumScript folder inside your
That’s it! The next time you run the Unreal Editor, the SkookumScript plugin will be integrated into all your projects.
Option 2: Install the new engine plugin (for C++/Visual Studio users)
This section has lots of important new info, so please read carefully!
We are now providing you with the SkookumScript plugin code via GitHub. The plan is to push new updates and bug fixes much more frequently going forward, and of course we are also eager to get 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.
SkookumScript now also comes with a second plugin, the SkookumScriptGenerator. It is a plugin not for the engine, but for the
UnrealHeaderTool and is for automatically extracting thousands of engine bindings from the Unreal Engine source code. It comes with full source, and the steps below describe how to get it and the SkookumScript plugin to work.
- On the command prompt,
cd to your
Engine/Plugins folder, and run these two 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
(assuming your engine version is 4.8, for engine versions 4.7 and earlier, use
-b 4.7 instead of
You should now see two new folders in your
That’s it—you can now easily pull down our latest code any time—simply
cd to the
SkookumScriptGenerator folder and run
- 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 (but luckily only once):
Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.cs in your favorite editor and add
SkookumScriptGenerator to the
Engine/Programs/UnrealHeaderTool/Config/DefaultEngine.ini and under
If you forked the Unreal Engine on GitHub, we recommend that you check these two changes back into your repository.
- 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.
Bonus: One of our core C++ libraries,
AgogCore, now comes with full source located at
Engine\Plugins\SkookumScript\Source\AgogCore and a Visual Studio 2013 solution to recompile it. This is useful if you would like to modify it to your needs including using it directly in your projects, or fix the unexpected bug that you might discover (even the maddest mad scientists don’t always catch all of them). If you make changes to
AgogCore, we’d love to know about it, so please send us a pull request on GitHub!
Let’s install the demo project next.
How to install and run the demo project
The demo project accompanying this release is slightly altered from the previous release, so again, make sure you delete all copies of the last release’s demo project. Now, grab the appropriate zip file for your engine version—
—and unzip it into the folder where you keep your projects. If you don’t have a specific project folder yet, unzip to
MyDocuments\Unreal Projects. Unreal Engine will find it there.
The updated demo uses the new commands via the almost 6000 new command bindings. A more substantial demo is expected to accompany the next release.
And that’s it!
Upgrading an existing project to the new release of SkookumScript
Alas, some script code developed using previous beta releases may no longer work, as we changed some things around (again!). We added loads of new functionality, however, so you’ll be able to change over your existing script code quite easily—and now you can create really interesting scripts entirely in SkookumScript.
Scripts folder will need to be retrofitted with a
Skookum-project.ini file. Just copy the
Skookum-project.ini file from the
SkookumDemo project and change the
ProjectName variable in it to the name of your project—then it should be good to go.
Again, 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 Preview 3 on Windows x64. We plan to eventually support all target platforms and a number of Unreal Engine revisions, but for now 4.7 & 4.8/Win64 is the only supported configuration 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.
A note on privacy: Beginning with this release, the SkookumScript IDE has a built-in usage statistics feature that will, when the IDE connects to a project, send us anonymous information about its configuration and usage, similar to the bits of information that your web browser provides to any web server that you visit. Examples of such information are what version of the IDE and of Unreal you are using, the size of your application window, or your IP address. We use this information to determine how many people are using our product, roughly where in the world, and in which configurations. We never transmit any personal or confidential information. If you have any questions or concerns, please don’t hesitate to contact us.
More info on the SkookumScript plugin
Now proceed to the “Unreal Engine 4 Plug-in” doc page for more info. Have fun!