If you haven’t installed the plugin yet, please check out the installation page on our forum! It will guide you through the process then redirect you back here.
Unreal Editor settings
Before getting started with the SkookumScript Unreal Engine 4 Plugin, you should toggle a few settings in the Unreal Editor for a better experience. These changes will let Unreal run at full fidelity, even when the input focus is on the SkookumScript IDE. This will use more CPU, but the experience with SkookumScript will be much better.
- In the Unreal Editor menu select
- In that dialog ensure that
Use Less CPU When In Backgroundis unchecked.
- Also make sure in the same dialog that
Allow Background Audiois enabled.
This assumes that all other settings are the defaults. There are many more Unreal Editor settings—don’t be afraid to tinker with anything that looks interesting.
First step: SkookumScript as turbo-charged command console
Right after installation, you can immediately start using the SkookumScript IDE as a power console that is deeply integrated into the Unreal Engine and allows you to query and manipulate just about anything you like. Right out of the box, 1100+ classes and structs with 3300+ methods and 5300+ member variables are at your fingertips to make awesome things happen.
Using SkookumScript as a command console does not require your project to use SkookumScript for gameplay scripting. The command console will work with any UE4 project!
- to get an actor’s transform, simply run
- to make a pawn navigate to the player, use
We recommend starting out by carefully studying the example code listed in the IDE’s workspace window and executing some of the expressions/commands by placing the caret on a line and pressing
F4. Expressions can be as simple as
4+5 or as sophisticated as executing an entire program via a language feature called closures.
Running script snippets will become an integral part of your workflow—and everyone on your team will love it.
Next step: SkookumScript-enable your project
After familiarizing yourself with SkookumScript by playing with the console you might decide that you’d like to permamentily add some SkookumScript code to your project.
You can easily accomplish this from the IDE by simply attempting to add a new SkookumScript class, method, coroutine or data member to your project. For example, select the
Master class in the class tree view, then click on the little
+ icon on the bottom left of the class hierarchy tree view (or choose
New Class / Member... from the
File menu or press
The IDE will then ask if it’s ok to store your scripts and compiled binaries inside the project folder.
When you agree, SkookumScript will set up a new folder
Scripts inside your project folder that will contain your project-specific scripts, as well as a folder
skookumscript inside your
Content folder which will contain the compiled binary version of your project scripts. The
DefaultEngine.ini of your project will also be modified to ensure the compiled binaries will properly “cooked” when you package your game for release.
Your project is now SkookumScript-enabled and you can add new methods to existing classes or even whole new classes!
Make sure you understand the concept of overlays which help you to organize your project scripts properly (see IDE documentation).
As mentioned above, you can use SkookumScript to run code on any UE4 actor, for example from the console. However sometimes you also want to run special code whenever a particular type of actor gets spawned, or when it gets destroyed, or you want to store SkookumScript variables in an actor.
You accomplish this by associating that type of actor with a SkookumScript class via the
SkookumScriptComponent. For example, if you have an
Enemy actor that you’d like to add SkookumScript abilities to, open up the
Enemy Blueprint, and in the components tab, choose
Add Component. Choose the
By default, a SkookumScript class is automagically generated for each Blueprint class. So if the name of your actor’s Blueprint is
Enemy then there already is a SkookumScript class
Enemy that is associated with it. Now that you added a
SkookumScriptComponent to your
Enemy Blueprint, the default constructor
! (if present) of the class
Enemy will be called whenever an actor of type
Enemy gets spawned, and the destructor
!! (if present) will be called upon its destruction. You can also add member variables to the class
Enemy which will be stored in each instance of your
You can also extend the UE4/Blueprint class hierarchy with SkookumScript-only classes. E.g. in the case of the
Enemy actor class you can create a class
EnemyCaptain that is derived from
Enemy and inherits most of the
Enemy class’ functionality, but overrides a few methods that do things differently. In this case, you could select a particular actor in the
World Outliner, select its
SkookumScriptComponent and set the parameter
Script Class Name to
EnemyCaptain. Now, this particular actor will be known to SkookumScript as an object of type
EnemyCaptain while all other actors derived from the
Enemy Blueprint will be of type
If you haven’t yet, familiarize yourself with the concept of Minds in SkookumScript. Minds are used to control coroutines, and encapsulate logical components of gameplay (levels, missions, minigames, squad AI, group behaviors etc.).
You can instantiate a SkookumScript
Mind in a UE4 game by attaching it to an actor using a
SkookumScriptComponent as described in the previous chapter. Simply enter the name of your
Mind-derived class into the
Script Class Name parameter of the
SkookumScriptComponent, and an instance of your class will be automatically created and attached whenever that UE4 actor is spawned.
One application is for example a “Level Mind”: Place an empty actor in your level and name it “Level Mind”. Add a
SkookumScriptComponent and set the
Script Class Name to the name of your
Mind class. Your
Mind will now be instantiated when that level is loaded, and destroyed when the level is unloaded.
Call SkookumScript methods and coroutines from Blueprint event graphs
SkookumScript allows you to combine script methods and coroutines in many different ways with Blueprint event graphs, allowing you to get the best out of both systems.
To expose a SkookumScript method or coroutine to the Blueprint event graph system, prefix its declaration with the annotation
&blueprint like in the following example (
handle_gamepad_look_up() method in the class
&blueprint (Real look_up_rate, Real base_look_up_rate) [ add_controller_pitch_input(look_up_rate * base_look_up_rate * GameLib.world_delta_seconds) ]
Then, recompile its SkookumScript class (or, the entire project) which will make it available for placement in your event graph. Right click in your graph, and select the method you just exposed to Blueprints.
Place it in your graph, and connect it just like you would any other node.
Now, whenever its execution pin gets triggered, the SkookumScript method is invoked and its return value (if any) passed to the output pin.
Coroutines can be declared and placed in much the same way. There are two differences though:
- triggering the node’s execution pin will begin executing the coroutine, however it may finish many frames later
- coroutines do not have a return value
Coroutine nodes always trigger the outgoing execution pin immediately, regardless of the time it takes for the coroutine to terminate. If you would like something to happen in the graph when the coroutine finishes, use event nodes as described in the next section.
Trigger Blueprint events with SkookumScript methods
You can also trigger execution of Blueprint event graph nodes from SkookumScript via a Blueprint event node exposed from SkookumScript.
To create a Blueprint event, create a method declaration prefixed with the
&blueprint annotation, but without a body.
&blueprint (Boolean some_parameter)
Again, recompile its SkookumScript class (or, the entire project) which will make it available for placement in your event graph. Right click in your graph, select
Add Event, then, in the
Skookum Script category, select the method you just exposed to Blueprints. Place it in your graph, and connect its output pins just like you would any other Blueprint event.
Now, whenever your SkookumScript method is called from a script, its arguments are passed to the event node’s output pins, and the event node’s execution output pin is triggered!
Use UE4 delegate events to control SkookumScript program flow
UE4 allows game objects to “listen” to events happening in the world. We have implemented the most commonly used events using coroutines and closures. Here is example code from our demo project:
This code waits for an
ActorBeginOverlap event on the “TriggerBerzerk” volume. The volume is only reachable by the player pawn so in this case there is no need to check which kind of actor triggered it.
If you wanted to make sure only the player pawn (of class
Hero) satisfies the waiting condition, the statement could be modified as follows:
You can also repeatedly execute code whenever a delegate event occurs (this coroutine will run forever until its Mind is destoyed):
You can also process events until you find one that you like, then proceed with execution of the current coroutine:
Simple example scripts
Take a look at the script examples in the Workspace Window (REPL) to get some ideas. We will add more examples here in the future.
See the Workspace Window (REPL) for more examples.