UE_Angelscript in practice#
Everything here contains some personal interpretation. Take it as reference.
Documentation overview#
Mostly notes summarizing the official documentation.
UnrealEngine-Angelscript: an overview of the official documentation
Getting started#
How to set up a UE engine that supports Angelscript, with beginners in mind.
UE_Angelscript — Getting started: install the engine and open the sealed gate UE_Angelscript — Getting started: getting to know the engine again, familiar yet different
Concepts#
Basic ways to think about Angelscipt as a UE scripting language.
UE_Angelscript — What a bound UClass looks like UE_Angelscript — A project structure to work with UE_Angelscript — Understanding copies and references
Practice#
Practical topics worth writing down, often a little different from ordinary UE development.
UE_Angelscript — Extending the Editor is as easy as drinking water UE_Angelscript — Separating UI Blueprint presentation and logic UE_Angelscript — Extending Animation Blueprints: write the main calculations in code UE_Angelscript — Free your components and make features modular UE_Angelscript — Garbage collection and reflection for class members
Binding#
An introduction to binding cpp functionality for AS, plus solutions to awkward problems.
UE_Angelscript — Binding overview: expose more to AS and Blueprints UE_Angelscript — Pitfalls: you never know until you step in one UE_Angelscript — A remedy for missing Unreal Interfaces UE_Angelscript — Binding native and DataTable GameplayTags UE_Angelscript — A better way to handle BlueprintInternalUseOnly functions
Manual binding UE_Angelscript — Manual binding 1: the basics UE_Angelscript — Manual binding 2: a binding handbook
Advanced topics UE_Angelscript — Call delegates freely: it looks unreal, but it is in your hands
Tricks of the trade#
Ways to make writing code more comfortable and efficient.
UE_Angelscript — Tricks of the trade UE_Angelscript — Tricks 2: sometimes one sentence clears up a head-scratcher UE_Angelscript — Tricks 3: if(Obj) or if(Obj != nullptr)? I pick if(Obj)
Source walkthroughs#
Direct source analysis, a step up in complexity. Beginners beware — unless you are feeling bold.
UE_Angelscript — Source 1: how UE classes are bound to AS UE_Angelscript — Source 2: how AS classes are bound to UE
Digressions#
Just some interesting explorations.
Nobody can stop me using pointers, except myself Nobody can stop me using lambdas, except myself A digression: dynamic types, async and multithreading in AngelScript — I want them all