soloAS,
the Unreal scripting system
built for design

Writes like C++. Runs like C++. Feels beyond C++.

All for development speed and user experience. Solo is more.

HelloActor.as
class AHelloActor : AActor
{
    UFUNCTION(BlueprintOverride)
    void BeginPlay()
    {
        Print("Hello from soloAS!");
    }
}

What you can do

Requirements

Use stock Unreal Engine without compiling the engine, with a straightforward environment setup.

Rapid iteration

Develop with instant feedback and automatic script reload.

Peak performance

Compile supported scripts to native C++ for release, with very little performance loss.

Beyond typical scripting (coming soon)

Smart pointers, raw pointers, async, multithreading and lambdas give AS almost unlimited possibilities.

Feature Mods (coming soon)

Use AS scripts to build Feature Mods, combine projects like building blocks and deliver hot updates.

Automatic binding (coming soon)

Automatically turn UE C++ module APIs into script APIs with broad coverage, including APIs outside the reflection system.

Start with your own project

Documentation ↗
  1. Install soloAS

    Download and extract into your project’s Plugins/, keeping its folder layout.

  2. Choose your features

    Enable plugins such as GAS and Enhanced Input as needed.

  3. Write a script

    Put a .as file in Script/; it reloads on save, so you can test right in the editor.

Roadmap

The items below are planned directions; their scope, order and release may change.

Plugin core: Runtime, Bridge, GAS, Enhanced InputPlugin coreReleasedCore extensions: Interfaces shared by scripts and Blueprints, inheriting and calling Blueprints, Blueprint structs, capturing lambdasCore extensionsComing soonFeature Mods: Mods that load, unload and update independently, with function-body hot patchesFeature ModsComing soonManual binding core: Dynamic types, smart pointers, async and multithreadingManual binding coreComing soonAuto binding: Tick plugins in the editor to generate script APIs, including APIs outside reflectionAuto bindingComing soonManual binding packs: Supplementary bindings by engine plugin, such as PCG, Niagara, Game Features and Common UIManual binding packsComing soonA window for bytecode and semi-AOT packaging plus a command line; let AI assist development through MCPDeveloper tools (packaging, AI-assisted development)Advances together with each extension · Coming soonPlugin core: Runtime, Bridge, GAS, Enhanced InputPlugin coreReleasedCore extensions: Interfaces shared by scripts and Blueprints, inheriting and calling Blueprints, Blueprint structs, capturing lambdasCore extensionsComing soonFeature Mods: Mods that load, unload and update independently, with function-body hot patchesFeature ModsComing soonManual binding core: Dynamic types, smart pointers, async and multithreadingManual binding coreComing soonAuto binding: Tick plugins in the editor to generate script APIs, including APIs outside reflectionAuto bindingComing soonManual binding packs: Supplementary bindings by engine plugin, such as PCG, Niagara, Game Features and Common UIManual binding packsComing soonA window for bytecode and semi-AOT packaging plus a command line; let AI assist development through MCPDeveloper tools(packaging, AI-assisted development)Advances together with each extensionComing soon

Note: soloAS is developed by an independent game developer working with a team of AI agents. The key technical problems behind every upcoming feature have already been solved, but limited compute and personal time leave a lot of smaller testing and verification work, so no schedule is guaranteed. Individuals or teams who want to join the development, or to support it with people or resources, are very welcome — your support will speed the project up.

Acknowledgements

soloAS builds on Hazelight’s UnrealEngine-Angelscript. Thank you to Epic Games for its excellent open-source engineering, to Hazelight for sharing this work, and to AngelScript creator Andreas Jönsson. We also thank the contributors to other publicly available third-party scripting projects, and anyone who has contributed to UE Angelscript, directly or indirectly.

Contributing and giving back

soloAS is open source. To help the project get something back, we make an attribution request and invite you to share your project; neither is mandatory. You are welcome to report problems and open issues in the repository, and more contributors are welcome.

Attribution request

If your project uses soloAS, we would appreciate a note saying "Uses soloAS" in your credits, store page, README or website, with a link to the soloAS website or repository. This is not a license requirement; we simply value the gesture.

Showcase

If a public project states that it uses soloAS, we may list it as a showcase, showing only its name, a short description and public screenshots or links, never in a misleading way. Owners can ask for changes or removal at any time. You are also welcome to let us know that your project can be showcased.

×

Contact

Feedback

Send bug reports and feedback on GitHub Issues.

Cooperation

For cooperation enquiries, email contact@cuviss.com.

×

About

Terms of Service

See the Community page for each plugin's license.

You may reference site content with attribution.

The software and documentation are provided "as is" without warranty.

Unreal Engine and other third-party projects and names are trademarks of their respective owners. soloAS is not affiliated with Epic Games or Hazelight.

Attribution and showcase requests are non-binding, as described on the home page.

Updated 2026-10-24

Privacy Policy

This site uses no analytics, cookies or tracking, and has no forms or third-party scripts.

The site is hosted on GitHub Pages. GitHub may process standard access logs under its Privacy Statement.

What you send by email is shared with us; what you send through GitHub Issues is shared with GitHub.

Updated 2026-10-24