I took a look.
Itβs the same as binding any DLL, in Rust you wrap everything into a extern βCβ {β¦} and then compile your Rust application as *.so or *.a library.
Then you load the library into Unreal and call functions from it. Boring stuff, making extern C functions is the most boring thing to do even if you use automatic header generation tools.
Every time you need something more you have to add more extern functions