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First of thank you 🙏. The project right now mostly lives inside my head. In the next few weeks I'll create more issues detailing the work that needs to be done. I will also keep this issues updated.
You can start by reading following https://github.com/MaikKlein/unreal-rust#-getting-started and try to run the example. I think the best place right now would be to build your own game/sample.
Try to understand how things work and feel free to play around with it. If you want to do some gameplay, you will most likely run into a lot of limitations and that is okay.
If something is not working or missing, please create an issue for it. If you feel adventures you can start by creating new bindings for the things you need. I wrote down how the FFI works here.
If you have some CI/backend experience I would love to setup a CI for unreal. #8 It would be nice to make sure PRs actually compile 😅 .
Look for issues with "question" if you have unreal experience. Any help is very much appreciated 💘.
If you are not interested in gameplay, there are lots of core things that can be improved. For example the FFI layers required code duplication for function pointers and function definitions. Can we get rid of that? Maybe we can get some better ffi interop by using https://cxx.rs/?
Or maybe we can actually generate most of the ffi bindings automatically with UHT (Unreal header tool)?
First of thank you 🙏. The project right now mostly lives inside my head. In the next few weeks I'll create more issues detailing the work that needs to be done. I will also keep this issues updated.
You can start by reading following https://github.com/MaikKlein/unreal-rust#-getting-started and try to run the example. I think the best place right now would be to build your own game/sample.
Try to understand how things work and feel free to play around with it. If you want to do some gameplay, you will most likely run into a lot of limitations and that is okay.
If something is not working or missing, please create an issue for it. If you feel adventures you can start by creating new bindings for the things you need. I wrote down how the FFI works here.
If you have some CI/backend experience I would love to setup a CI for unreal. #8 It would be nice to make sure PRs actually compile 😅 .
Look for issues with "question" if you have unreal experience. Any help is very much appreciated 💘.
If you are not interested in gameplay, there are lots of core things that can be improved. For example the FFI layers required code duplication for function pointers and function definitions. Can we get rid of that? Maybe we can get some better ffi interop by using https://cxx.rs/?
Or maybe we can actually generate most of the ffi bindings automatically with UHT (Unreal header tool)?
Want to chat? Feel free to join our Discord https://discord.gg/jyM6fBBdt6
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