Articles#
Note: This part is learning notes based on the original Haze fork. It is time-sensitive: soloAS has extended or reworked some of these areas, but some of the project practice here is still worth referring to. If you use only the two core plugins (Runtime and Bridge), you need these articles even more. For what soloAS adds, see the documentation.
Getting started#
- UE_Angelscript in practice
- UnrealEngine-Angelscript: an overview of the official documentation
- 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#
- UE_Angelscript — A project structure to work with
- UE_Angelscript — Understanding copies and references
- UE_Angelscript — What a bound UClass looks like
Tips#
- 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)
Essays#
- A digression: dynamic types, async and multithreading in AngelScript — I want them all
- Nobody can stop me using lambdas, except myself
- Nobody can stop me using pointers, except myself
Practice#
- UE_Angelscript — Garbage collection and reflection for class members
- UE_Angelscript — Extending Animation Blueprints: write the main calculations in code
- UE_Angelscript — Extending the Editor is as easy as drinking water
- UE_Angelscript — Free your components and make features modular
- UE_Angelscript — Separating UI Blueprint presentation and logic
Internals#
- UE_Angelscript — Source 1: how UE classes are bound to AS
- UE_Angelscript — Source 2: how AS classes are bound to UE
Binding#
- UE_Angelscript — Binding overview: expose more to AS and Blueprints
- UE_Angelscript — Manual binding 1: the basics
- UE_Angelscript — Manual binding 2: a binding handbook
- UE_Angelscript — Call delegates freely: it looks unreal, but it is in your hands
- UE_Angelscript — A better way to handle BlueprintInternalUseOnly functions
- UE_Angelscript — A remedy for missing Unreal Interfaces
- UE_Angelscript — Binding native and DataTable GameplayTags
- UE_Angelscript — Pitfalls: you never know until you step in one