Auto-completion, Syntax Highlighting, Go to Declaration, Build and Run and more..
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Debugger UnrealDebugger update and more settings exposed Apr 26, 2013
InbuiltClasses Major update: Bug fixes and Organisation Apr 21, 2013
Snippets changed spaces to tabs Nov 21, 2013
messages update readme Nov 17, 2013
.gitattributes First version of UnrealScriptIDE ;-) Jan 29, 2013
.gitignore Big Update: Build System, Launch game Feb 24, 2013
Boockmark comments.tmPreferences small fix for parsing Jan 30, 2013
Comments.tmPreferences restore commenting May 13, 2013
Context.sublime-menu UnrealDebugger integration Apr 9, 2013
Default (Linux).sublime-keymap Huge Update: Object-Oriented Auto-Completion Mar 29, 2013
Default (OSX).sublime-keymap Huge Update: Object-Oriented Auto-Completion Mar 29, 2013
Default (Windows).sublime-keymap Some bugfixes Apr 27, 2013
Default.sublime-mousemap Some bugfixes Apr 27, 2013
LICENCE ST3 support is comming!!! Nov 17, 2013
Log.tmLanguage Create Log.tmLanguage Feb 1, 2013
Main.sublime-menu Some bugfixes Apr 27, 2013 repaired broken link Jul 31, 2015 fixed bug when building the game on ST2 Nov 18, 2013 ST3 support is comming!!! Nov 17, 2013
UnrealScript.sublime-commands fixed spelling Aug 28, 2013
UnrealScript.sublime-settings MetaData tags autocompletion Aug 3, 2013
UnrealScript.tmLanguage Fixed a nasty bug that crashed sublime Nov 17, 2013
UnrealScript.tmTheme Changed uuid. May 6, 2013
UnrealScriptIDE.sublime-settings added new setting for goto def Sep 4, 2013 ST3 support is comming!!! Nov 17, 2013 Asset assist Dec 13, 2013 ST3 support is comming!!! Nov 17, 2013 fix for missing asset hints Dec 15, 2013 ST3 support is comming!!! Nov 17, 2013
messages.json ST3 support is comming!!! Nov 17, 2013 add a .no-sublime-package file... Mar 3, 2014

UnrealScript IDE Plug-in for Sublime Text 2/3

UnrealScript IDE adds many features to Sublime Text 2/3 that you'd expect from a good UnrealScript IDE.
Fully featured object-oriented auto-completion, go to declaration, syntax highlighting, build and run, snippets and some more to name a few...



  • Dynamic, intelligent auto-completions

    • fully object-oriented completions
    • context sensitive completions (e.g. in the defaultproperties block you only want to get variables)
    • content assist. You wont have to open the editor anymore to search for asset names.
    • parameter hints
    • display documentation when you need it
    • completions feel like the great Sublime Text 2/3 snippets
  • Go to declaration and back again

    • object-oriented go to declaration (pressing it over controller.GetPlayerViewPoint(a, b) will take you to the declaration of GetPlayerViewPoint in Controller)
    • go to the declaration of the currently selected word via F10, alt + left click, right click menu, 'Goto' -> 'UnrealScript Goto Declaration' or search for it in in the command palette
    • when browsing in the declarations you can always return to your starting position by using one of the above keys when nothing is under your cursor.
  • Debugger

  • Syntax highlighting

    • For .uc files and .log files
  • Build system

    • to build your game use Ctrl + B, F7 or search for it in the command palette.
    • if the build contains errors, the error log will be opened, allowing you to navigate to your errors quickly.
    • if the build was successful, the game will start
  • Launch Game

    • quickly open the game with your last configuration
    • you can chose which map to open
    • chose between Standalone or a Server and 2 Clients or add any other configuration you might like
    • more information
  • Various useful Snippets

    • predefined Snippets for standard classes, and language features such as defaultproperties
  • Add bookmarks to your comments

    • to add a bookmark write your comments like this: // ! text or /** ! text*/
    • navigate to them quickly via Ctrl + R
  • More coming...


  • Add support for enumerations

  • Your suggestion here?


Very easy with Package Control right inside Sublime Text 2/3 (Package Control needs to be installed):

  1. Ctrl + shift + P
  2. Search for "install", hit enter
  3. Search for "UnrealScriptIDE", hit enter

For a more in detail explanation visit the wiki:

Manually (not recommended):

  1. Clone or download this package
  2. Put it into your Packages directory (find using 'Preferences' -> 'Browse Packages...')

please note:

UnrealScriptIDE will only work properly if you add the Src folder as a project.
To do so, goto 'Project' -> 'Add Folder To Project...' -> add the Src folder (/UDK/UDK-201*-**/Development/Src/)


Please refer to the wiki:

All credits for UnrealDebugger goes to Carlos Lopez. Huge Thanks!
All credits for various Snippets (and also for the old (now unused) Syntax highlighting file) goes to Michael Alexander. Thanks!
All credits for Syntax highlighting in UnrealScript files goes to Rokit and Eliot. Thanks!
Credits for Syntax highlighting in Log files goes to Rokit. Thanks!

If UnrealScriptIDE is helpfull to you, please consider making a donation. (Especially when you're using it commercially)
Donate gittip Thanks!

My auto-complete settings

Here are some relevant settings for auto-completion that I've found quite helpful:

	"auto_complete_with_fields": true,	//this allows auto-completion inside snippets.
	"auto_complete_triggers":	//this activates auto-completion on '.'
			"characters": ".",
			"selector": "source.unrealscript"
	"auto_complete_delay": 0,
	"auto_complete_commit_on_tab": true,	// I prefer 'tab' to 'enter'


UnrealScript IDE Plug-in for Sublime Text 2/3 Copyright (C) 2013 Florian Zinggeler

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see