UE_Angelscript — Getting started: getting to know the engine again, familiar yet different#

Continuing from UE_Angelscript — Getting started: install the engine and open the sealed gate.

Preface#

Before reading, you should have:

These examples use UE_Angelscript 5.4, with the same environment as the previous article.

Create a project#

Create a project as usual, but choose the C++ version. Why? Later cpp helpers may be needed. This keeps low-level extension available and makes combining them with Angelscript easier.

Third-person C++ project template

Creation opens the IDE. In Rider, for example, click Run at the upper right to compile and launch the project.

Rider project Run button

If all goes well, compilation opens the Editor. With Starter Content selected, many Shaders need compiling. This can be slow; sitting at 45% is normal. Do not panic: if it is still working, wait.

Editor shader compilation screen

Enter the workspace#

In the engine’s Tools menu, a shortcut opens the Angescript workspace.

Editor Tools menu shortcut

You can also open the project’s Script folder in VSCode directly. That folder is the Angelscript workspace.

VSCode initially looks empty because we have not created anything.

Remember the engine directory? Copy all its Examples files across, as below:

Examples folder in File Explorer

Start with the Examples folder. The others require additional plugins; beginners can ignore them for now.

Examples gives you extensively commented reference code to get started quickly.

Open Example_Actor.as:

Example actor class in VS Code

It contains AExampleActorType, derived from AActor. This is exposed to the Editor by default and appears when creating a Blueprint:

Blueprint parent-class picker

Copy a file, change the class name and try the features it describes, such as UPROPERTY.

Saving an error-free .as file applies the changes immediately in the Editor.

Breakpoint debugging#

Press F5 in VSCode to debug, then open the variables panel on the left. VS Code debug menu

Set a breakpoint in BeginPlay or wherever you want to investigate: BeginPlay breakpoint marker

For example, create a Blueprint Actor derived from the example class and place it in the level. Running the Editor triggers the breakpoint.

Paused script breakpoint in VS Code

The small buttons at the upper right step through execution conveniently. This resembles Blueprint breakpoint debugging.

Seamless navigation#

Original UE navigates from the Editor to C++ implementations. UE_Angelscript changes engine source to add navigation between the Editor and Angelscript. It can jump to code in VSCode and back to the corresponding Blueprint class in the Editor.

For example, click the parent-class link of a Blueprint inherited from an Angelscript class to jump straight to its implementation:

Blueprint parent-class label

Conversely, clicking a class hint in Angelscript code can return to its Blueprint:

AngelScript class link to Blueprint

Editor component interaction and navigation to Actor instances in levels are supported too.

In short, Angelscript implements most cpp/Editor interactions, sometimes even more smoothly.

Summary#

These basic steps show an engine that looks like original UE but is tightly integrated throughout. Considerable work has gone into interaction, tailored for making games.

UE_Angelscript does not aim to replace Blueprints completely. It fills UE’s scripting-language gap as a layer between cpp and Blueprints.

Some say UE cpp already resembles a script and hot compilation is usable. True: UE C++ has many scripting traits, and some jokingly call it U++. But there is still too much boilerplate, plus headers and modules to manage. That should not dominate Gameplay work. Hot compilation is still not responsive enough: half a second and several seconds feel completely different. Every cpp build makes me wish for Blueprint-like immediate feedback.

UE is developing its own scripting language, and other third-party languages exist. Preferences differ. I want a maintained language proven in a project, with a good enough experience. UE_Angelscript happens to satisfy most of that.

Enjoy exploring UE_Angelscript. If this series helps, I am honored!

×

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

Contents

Pages

On this page