# \[FEATURE REQUEST\] Can you add code scripting capabilities?

**URL:** <https://forums.unrealengine.com/t/feature-request-can-you-add-code-scripting-capabilities/281626>\
**Category:** Editor Scripting\
**Tags:** Python, unreal-engine, FeatureRequest, Scripting, CPP, question\
**Created:** [April 25, 2014, 5:46pm UTC](https://forums.unrealengine.com/t/feature-request-can-you-add-code-scripting-capabilities/281626 "2014-04-25T17:46:23Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_ef7745c5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ef7745c5](https://forums.unrealengine.com/u/anonymous_user_ef7745c5)\
**Post date:** [April 25, 2014, 5:46pm UTC](https://forums.unrealengine.com/t/feature-request-can-you-add-code-scripting-capabilities/281626/1 "2014-04-25T17:46:23Z")

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Hi there,

I find what you have done with UE4 really great, well done guys !

However, I find that the only two ways of defining game mechanics (Blueprints, C++) are somewhat a bit extreme. I would like to see more traditional scripting capabilities using Python, for instance, that would allow to change the game mechanics via code without having to recompile the whole project and close the Editor during the building process.

Kind regards, .

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [April 25, 2014, 7:10pm UTC](https://forums.unrealengine.com/t/feature-request-can-you-add-code-scripting-capabilities/281626/2 "2014-04-25T19:10:48Z")

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I would not expect Epic to implement this, but somebody else can do that over time 🙂 I didn’t seen any Python implementation affords so far, but currently there 2 languages implementation projects in community that i know of.

- First one JavaScript made by , he implemented Google’s V8  
JS engine (one used in Chrome) to  
unreal, it’s very experiemntal for now

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

- 2nd is C#, there huge demand on this  
one spawning lot of hot C++ vs C#  
debates on forums 😛 But efforts here  
looks a lot more promising, some team  
is working on C# support together  
with editor intgration allowing to  
edit code inside the editor in  
similar way to blueprints 🙂 They plan to release it in June

> **[Mono C# Bindings for Unreal 4](https://forums.unrealengine.com/showthread.php?110-Mono-C-Bindings-for-Unreal-4&p=12237&viewfull=1#post12237)**
>
> Hi, With the fantastic news on the full source code release of Unreal 4 I’m sure more than a few of you are thinking about whether it might be worth to start working on C# bindings for the code. I thought I might kick off a thread here with this...

They might be good substitute for python, if you think not, i think you could spawn discussion about python implementation on forums, maybe somebody will be interested to do so

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**Author:** ![KnightTechDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KnightTechDev](https://forums.unrealengine.com/u/KnightTechDev)\
**Post date:** [April 29, 2014, 7:53am UTC](https://forums.unrealengine.com/t/feature-request-can-you-add-code-scripting-capabilities/281626/3 "2014-04-29T07:53:39Z")

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Today the languages and editors aren’t as important, if you have an understanding of the difference in how these things work, and are comfortable in that language you want to use, it’s probably something that you could create a project for, if you learn the 2 languages then convert and have a plugin in the main base language with stream reader/writers and some processing/parsing or you have access to the base compiler, such as any modern version of .net being installed, the base compilers are already installed on the Windows based system, in your case you’d need the Python base or set the core to read stream and convert. I kinda wished there were [VB.Net](http://VB.Net) language option, but I’m becoming more familiar with Blueprints and the base language implementation is flexible enough as it is to allow even custom scripting left up to the imagination. I hope this makes sense.

A script is nothing more than an interpreted program.
