Getting Started


Start the unreal editor by executing Engine/Binaries/Win64/UE4Editor.exe.

Create a new project or open an existing project and convert it to use the editor version used by UnrealEngine-Angelscript.

Start Visual Studio Code, then open the File > Open Folder dialog. Browse to the location of your unreal engine project (Usually Documents/Unreal Projects/MyProjectName), then select and open the Script/ directory within it.

The editor will automatically look for new files with the .as extension within your project's Script/ directory and load them when they are added or changed.

Script Examples

Several example script files are included in the UnrealEngine-Angelscript repository.

You can open the Script-Examples/ folder with the engine version you downloaded, and copy the Examples/ folder within that into your project's Script/ directory.

Good starting points for reading the examples are and

Example Actor Class

 * This is an example of an object that simply moves left
 * and right over time. Several features of script classes
 * are used here, and this is an easy way to demonstrate
 * hot reload as well by changing the behavior.

class AExampleMovingObject : AActor
    /* Properties set to DefaultComponent will be
       created as components on the class automatically,
       without it, it would just be a reference to any
       component. Setting RootComponent makes this component
       the default root for this class. */
    UPROPERTY(DefaultComponent, RootComponent)
    UStaticMeshComponent Mesh;
    default Mesh.StaticMesh = Asset("/Engine/BasicShapes/Cone.Cone");

    /* The 'default' keyword is used to set properties on subobjects or
       parent classes. This is equivalent to setting them in the constructor in C++. */
    // Default value for property on component:
    default Mesh.RelativeLocation = FVector(0.f, 0.f, 0.f);
    // Default value for property on parent class:
    default bReplicates = true;

    /* Setting the Attach specifier allows you to determine
       where a default component gets attached in the hierarchy
       without having to code it manually. */
    UPROPERTY(DefaultComponent, Attach = Mesh)
    UBillboardComponent Billboard;
    default Billboard.SetHiddenInGame(false);

    float MovementPerSecond = 100.f;

    /* Properties can be edited on the instance by default unless NotEditable is specified. */
    UPROPERTY(NotEditable, BlueprintReadOnly)
    FVector OriginalPosition;

    /* Not all properties need to be known by unreal. */
    bool bHeadingBack = false;

    /* We can override beginplay to execute script when the actor enters the level. */
    void BeginPlay()
        // Record the position of the object on BeginPlay so we know where to go back to.
        OriginalPosition = GetActorLocation();

    /* Override the tick function to do the actual movement logic. */
    void Tick(float DeltaSeconds)
        FVector NewLocation = GetActorLocation();
        if (bHeadingBack)
            NewLocation -= FVector(DeltaSeconds * MovementPerSecond, 0, 0);

            // Reverse after moving a certain amount in X
            if (NewLocation.X < OriginalPosition.X - 100)
                bHeadingBack = false;
            NewLocation += FVector(DeltaSeconds * MovementPerSecond, 0, 0);

            // Uncomment to zigzag a little bit
            //NewLocation += FVector(0, 100 * DeltaSeconds, 0);

            // Reverse after moving a certain amount in X
            if (NewLocation.X > OriginalPosition.X + 100)
                bHeadingBack = true;

        // Uncomment and save to teleport the actor back to its original position!
        //NewLocation = OriginalPosition;

        // Arguments can be passed by name, allowing them to be out of order
        SetActorLocation(NewLocation, bTeleport = true, bSweep = false, SweepHitResult = FHitResult());