Skip to content
Latest full source of the SkookumScript UE4 plugin and runtime.
C++ Other
  1. C++ 99.7%
  2. Other 0.3%
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
.github/ISSUE_TEMPLATE
Build Build Script Update Jul 4, 2019
Config
Content/GUI
Resources
Scripts
SkookumIDE
Source
.editorconfig
.gitignore
CONTRIBUTING.md
LICENSE.md initial commit May 2, 2019
README.md
SkookumScript.uplugin

README.md

SkookumScript Plugin

SkookumScript UE4 Plugin Intro hood

SkookumScript is the superpowered scripting solution and cutting-edge command console for UE4. It is powerful and feature-rich, yet simple and easy to learn. It has native game concepts and deep integration with UE4 Blueprints and C++. SkookumScript allows the live creation of sophisticated gameplay with surprisingly few lines of code. It has been lovingly crafted over more than a decade, battle-tested on major game titles and supports all platforms. SkookumScript is made for games.

SkookumScript IDE Screenshots

Build Instructions

SkookumIDE (Required)

To use the source version of SkookumScript, you will also need he SkookumIDE binaries. The easiest way to acquire these is to download the latest release and overwrite the SkookumIDE folder in this repo with the one from the release. You can also build the IDE from source by following these instructions. Note that to access the SkookumIDE repo, you need to have access to the Unreal Engine 4 repository.

Clone the repo

Binary Engine

Place the SkookumScript plugin into your project's plugin folder. Example: MyProject/Plugins/SkookumScript.

Source Engine

You can choose whether to place the SkookumScript plugin into the engine's Runtime/Plugins folder or in your project's plugin folder.

Build

  1. Build the SkookumIDE
  2. Copy the built SkookumIDE folder from the SkookumIDE project folder Engine/Plugins/SkookumScript/SkookumIDE to the SkookumScript Plugin folder Plugins/SkookumScript. Note that this will overwrite the existing SkookumIDE folder.
  3. Regenerate project files. If you placed the plugin into the engine folder then run GenerateProjectFiles.bat otherwise right-click your .uproject and select Generate Visual Studio Project Files.
  4. Build your project/engine as usual.
You can’t perform that action at this time.