(Word of warning, over-caffeinated and under rested so this may or may not be coherent)
I have a few questions but I'll start with a bit of background. I came to UE4 from Unity (Torque3D before that) and I've dabbled with Leadwerks in the past. With each engine transition the tools were better and I felt I could do more than I had before (at least some of that has to do with experience). I fell in love with UE4 and BP but as much as I liked BP I started running into limitations (it can become literal spaghetti code) and started cursing the lack of a text based scripting language. BP does what it does really well, C++ does what it does really well, but there's a gap. You seem to have filled that gap, which is phenomenal and I am really excited by the prospect of what SkookumScript can bring to the table. I saw your videos and my jaw dropped. It's exactly what I feel has been missing. I haven't used it yet (need to transition my project to 4.11 and remove the cruft/gangrene in my code base) and I'm curious about it's applicability/appropriateness to my project.
The game I'm working on is an arena shooter that lives somewhere between Quake and Tribes. I'd like to support "easy" modding without necessarily requiring a user download the UE4 editor. Essentially I would like my gamemodes to be "serverside mods" where the client doesn't need to know the rules of the game. Currently this is pretty much how gamemode works in cpp and BP, but i'd like to put all the logic into script (the idea of building a gamemode while players are in the server is extremely compelling). I have a lot of ideas surrounding gamemodes but doing them in c++ can be cumbersome and hard to debug while BP just gets... messy. Aside from gamemodes I'd like to allow for script based control of pickups, when they spawn, can they be picked up by multiple people etc. The primary drive for serverside mods/modes is to allow the users to make any weird mode they can imagine (strange combinations of CTF/DM/KOTH/etc). It's a piece of gaming I think has sadly fallen by the wayside that I really miss from the mid '00s all the way back into the '90s.
Is SkookumScript appropriate for these use cases? Does SkookumScript support client/server RPCs (i assume if necessary it could call an appropriate function cpp (tagged with client/server) which would then call back into SkookumScript)? Does SkookumScript have support for variable replication?
If you'd like any clarification on what my caffeine addled brain is trying to convey please ask away.