How well do unique aspects such as slate and UProperty meta decorations (such as replication) transfer over?
Slate/visual meta decorations will mostly be ignored initially.
The next big phase of the language is to significantly enhance the user interface of its IDE - so we will be sure to take things like visual meta info and translate them to text scripting equivalents.
The end goal for the IDE is to be very visual - even though it is a text based language.
As for networking replication - if I understand the question correctly - it should work on UE4 AActor objects and their components as before with directing from a higher layer.
[Apologies for not answering sooner - my computer died and I am still in the process of resurrecting it - new OS and reinstall everything. Always fun.]
In ue4 you need to “mark” functions or properties to be replicated. This is done using the UProperty or function decorators this is why I asked, as it probably wouldn’t be possible to do online features until their is a way to do this in Skookum Script. If I understand you correctly things like that would be supported through the IDE later though.
In ue4 you need to “mark” functions or properties to be replicated. This is done using the UProperty or function decorators this is why I asked, as it probably wouldn’t be possible to do online features until their is a way to do this in Skookum Script. If I understand you correctly things like that would be supported through the IDE later though.
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Sure - I’ve looked at that functionality though none of us here have really extensively used it yet. We will have to dig deeper.
Based on what I’ve seen for network replication - some of it will “work for free out-of-the-box” for - in particular calling engine functions or accessing engine data that are already marked to replicate.
If you want some engine data or function that isn’t already marked to replicate you may need to do so first via C++.
There may be a way to also mark engine functions and data to replicate using code written in or via the IDE. We could look into that if it provides an easier workflow.
It could also be possible to mark ** functions and data to replicate over the network. We would have to see if this makes sense - or if using replicated engine functions and data is sufficient.
All that being said - is built with the idea of networking in mind. Its earliest ancestor was a distributed language where one program would run on many computers linked via the Internet. Likewise the remote IDE communicates with the runtime with remote calls all the time.
is also being used to create the massively multiplayer Triad Wars - though it is using a custom engine rather than Unreal.
So is certainly up to the task of an intensely networked game.
The main question is how much extra work will that entail for you - how much do you have to hook-up or add in C++ versus how much will work with just straight code.
I think the current answer is likely - should work fairly well with straight code and a bit of extra C++ wrangling.
In the future we can add more native hooks so that the C++ wrangling can be removed or not needed at all and we can add extra support for such stuff in the IDE if it helps with workflow.
I hope that makes sense.
We are working to get the free version of available so soon everyone will be able to play with it and figure out what additional steps are needed - if any.
Any release date? Or at least open beta to play with? I have registered to get close beta version, but I do not get any invitation…
We will be sending a new closed beta update and more invitations after GDC.
We have been swamped getting ready for the Game Developers Conference in San Francisco on March 2-6.
The team will be there with our own booth - if you are going to be there please come and say hi at booth #141.
does skookum script support midi or osc input
is the closed beta going okay? any more news about the open beta? thanks
[Hey - sorry for the late reply. I either missed a notification of this post or did not get one.]
does not have native libraries for sound though it can be hooked up to various sound APIs and middleware.
Interactive audio is a huge part of the titles Sleeping Dogs and Triad Wars and it was done using with bindings into the Wwise audio system.
We had a good discussion with Audiokinetic - makers of Wwise - at the Game Developers Conference about sharing this awesome interactive audio authoring experience with more people in the future.
[Hey - sorry for the late reply. I either missed a notification of this post or did not get one.]
We have been all-consumed with the Game Developers Conference (GDC), getting some funding and getting awesome people to become part of our team.
We are in this for the long haul. We will be doing another round of the closed beta soon after GDC and after we incorporate the results we will move to open beta.
There is still one day left at our booth (#141) at GDC and it has been amazing so far including great discussions with several Epic Games staff.
If you are attending GDC and would like to ask questions or see a demo please barge in and join the crowd - I’m the guy with the goatee who never stops talking and waving my arms around.
There are mad scientists behind this? I guess that settles it, has to be good!
Was reading through various pages about non-C++ languages in UE4 and found that the EULA includes:
I’m assuming that has had negotiations with Epic to stop this breaking things for you?
Yes - we are very well aware of the sections on programming language integrations in the UE4 EULA and have made sure it is not an issue for .
We are working very hard to ensure that is a first tier tool that takes advantage of all the careful work done by the Epic team.
Have had a to try this finally(thanks for adding me in so quick). Fairly impressed. As someone who comes from a functional programming background primarily having a REPL to execute commands inside the editor is really awesome. This is the kind of workflow I’m used to in other types of programming.
I can’t help but notice that the date for the open beta has come and gone. Do you have an updated estimate for when the open beta will start? I’m eager to try Skookum out!
I can’t speak for them, but I just sent them an email and they added me the next day. unreal.com
I sent them a message and got added the same day. Pretty fantastic turnaround. It was easy to get up and running, but the documentation is very thin. I did a lot of guesswork in my first few scripts, which wouldn’t have been so bad but I occasionally crashed Unreal Engine.
I guess what I’m saying is that it’s pretty cool, but still very Beta.
Yeah, documentation is clearly the biggest road-block for a beginner. Thankfully they include fairly detailed script examples, so it didn’t take a long time to learn by example at least.
Thanks for the praise. ![]()
This is only the beginning - we have a lot in store for the future.
As you experienced - we are happy to quickly add people to the closed beta.
We don’t want to move to open beta until teams can easily build an entire title from start to ship. Primarily this is full binding to Unreal Engine 4 and documentation. Hopefully open beta will be in May.
The time we spent on the booth at the Game Developers Conference and more recently getting new team members up to speed has been taking more time that we would like - however things are starting to hum now.
Currently in development - the number of Unreal Engine bindings has increased from about 80 to somewhere around 5000. This is using the same system using C++ meta tagging that Blueprints use - so any commands available to Blueprints will also be available to the plug-in.