Rusteal
Rust bindings for Unreal Engine 5.8
Rusteal lets you write Unreal Engine gameplay in Rust. Your Rust code compiles to a shared library that is loaded by a small UE C++ plugin. All UE API calls cross the FFI boundary through a function pointer table — no C++ compilation required during Rust iteration.
⚠️ Early Stage Project — Rusteal is under active development and not ready for production use. APIs will change without notice, documentation is incomplete, and many UE features are not yet covered. Contributions and feedback are welcome, but please do not use this for shipping projects.
This README serves two different readers:
| You want to | Read | You need |
|---|---|---|
| make a game with Rusteal | Making a game | the rusteal CLI from crates.io; not this repository |
| work on Rusteal itself (its crates, CLI or UE plugins) | Working on Rusteal | a clone of this repository |
Acknowledgments
Rusteal is a hard fork of uika by VioletHelianthus, who designed and wrote the foundation this project stands on: the reflection-driven code generator, the UHT exporter plugin, the reification of Rust structs as UClasses, and the runtime. Thank you.
Rusteal does not intend to stay compatible with the original uika, unless its author wants to port the improvements back. From here on it develops the Unreal bindings independently.
Example
examples/gem_collector
in this repository is a full working demo of the runtime API: copy the
directory into a project's Rust/ and add it to the workspace members.
Making a game
Everything from here to Platform Support is about using Rusteal to write a game. None of it needs this repository.
Prerequisites
The versions come from the engine's own requirements
(Engine/Config/Windows/Windows_SDK.json and Engine/Config/Linux/Linux_SDK.json
in UE 5.8.2) and from Rusteal's crates, which need Rust 1.88.
Linux (x64)
| Dependency | Version | Where from | What for |
|---|---|---|---|
| A C toolchain | any | build-essential (Debian, Ubuntu), gcc (Fedora), base-devel (Arch) |
the linker Rust uses (cc) |
| Rust | stable, 1.88 or newer | rustup | installing the rusteal CLI, building your game crate |
| Unreal Engine | 5.8 | Epic's Linux build (unrealengine.com/linux) or built from source | the game |
The engine brings the rest: the clang 20.1.8 toolchain UBT compiles with
(v26_clang-20.1.8-rockylinux8) and the .NET 10 SDK that runs UBT and UHT.
Windows (x64)
| Dependency | Version | Where from | What for |
|---|---|---|---|
| Visual Studio | 2022 17.8 or newer, or 2026 18.0 or newer | visualstudio.microsoft.com | the C++ compiler UBT uses, and the linker Rust uses |
| Rust | stable, 1.88 or newer, x86_64-pc-windows-msvc |
rustup (rustup-init.exe) |
installing the rusteal CLI, building your game crate |
| Unreal Engine | 5.8 | the Epic Games Launcher | the game |
In the Visual Studio Installer, the workloads and components the engine asks for:
- workloads Desktop development with C++, Game development with C++ (with its Unreal Engine components) and .NET desktop development;
- MSVC v143 x64/x86 build tools 14.44 for Visual Studio 2022 (14.50 for 2026). The engine refuses 14.39 to 14.43, 14.44 before 14.44.35211 and 14.50 before 14.50.35723;
- Windows 11 SDK 10.0.22621 (10.0.19041 at least);
- .NET Framework 4.6.2 targeting pack.
Install Visual Studio before Rust: rustup uses its build tools for the MSVC toolchain. The engine brings the .NET SDK for UBT and UHT.
Install
That installs the rusteal binary; the engine plugins and the project
templates travel inside it. The first command that needs the engine asks where
it is and keeps the answer in ~/.config/rusteal/config.toml — the only
per-machine setting Rusteal has.
A new project
rusteal new creates a UE project from one of the templates,
blank unless --template names another, installs the Rusteal plugins, writes
the Rust workspace and runs the whole build pipeline. With blank, open
MyGame.uproject, drop a HelloActor into the level and press Play: the
Output Log shows [MyGame] Hello from Rust.
It does not run git init — versioning is your call — but it does write a
.gitignore covering the Unreal and Rust build output, so a later git init
picks up the right files.
Two flags: --no-build stops after writing the project, leaving the pipeline
for a later rusteal build; --runtime-path makes the project depend on a
Rusteal checkout instead of the published crates, which is for working on
Rusteal itself — see Working on Rusteal.
Templates
A template is one of the engine's C++ templates with its gameplay written in
Rust: the C++ classes are gone, the Rust crate in Rust/ takes their place,
and their Blueprint children, with the same names, have Rust parents.
The engine's templates come with variants, genre starting points the C++
version puts all in one project. Here each is its own project: --variant
picks one, and without it the project is the template alone (base). A
variant project is the template plus that variant, as the engine's Blueprint
templates make it, and opens and plays the variant's level.
| Template | Variant | What it is |
|---|---|---|
blank (default) |
The engine's Blank template and a HelloActor in Rust. |
|
first-person |
The engine's First Person template: its character, camera manager, game mode and player controller in Rust, playable as it comes (keyboard, mouse, gamepad, touch). | |
first-person |
horror |
A dark level explored with a flashlight and a sprint that runs on stamina, its meter on screen. |
first-person |
shooter |
An arena shooter: weapon pickups from a data table, projectiles and grenades, team scores, and NPCs run by a StateTree that sense, snipe and shoot. |
top-down |
The engine's Top Down template: its character, game mode and point and click player controller in Rust (the engine's Blueprint-only base Blueprints made their children), playable as it comes (mouse, touch). | |
top-down |
strategy |
A real-time strategy start: units selected with clicks, boxes and touches, sent along the navigation mesh by EnvQueries, and interacting with the units they reach. |
top-down |
twin-stick |
A twin stick shooter: projectiles, dashes and area attacks against waves of enemies run by a StateTree, pickups and a combo score. |
third-person |
The engine's Third Person template: its character, game mode and player controller in Rust, playable as it comes (keyboard, mouse, gamepad, touch). | |
third-person |
combat |
Melee combat: combo and charged attacks, enemies run by a StateTree, spawners, checkpoints, damageable props. |
third-person |
platforming |
Double jump, wall jump, coyote time, a dash, local multiplayer and respawn. |
third-person |
side-scrolling |
A side view platformer: soft platforms, jump pads, moving platforms, pickups with a counter and an NPC run by a StateTree. |
Names are matched loosely (side-scrolling, SideScrolling), and rusteal new with an unknown template or variant lists them all.
Screenshots
first-person
first-person horror
first-person shooter
top-down
top-down strategy
top-down twin-stick
third-person
third-person combat
third-person platforming
third-person side-scrolling
An existing project
setup does not write the Rust workspace; create it as below, or copy the
layout rusteal new produces.
Versions
A project is tied to one Rusteal version: Rust/Cargo.toml pins
rusteal-runtime, rusteal-core and rusteal-ffi to it ("=x.y.z"), and the
plugins in Plugins/ carry it. Before doing anything, build, generate and
setup check it against the CLI's own version (rusteal --version):
- the CLI is newer:
rusteal upgrademoves the project to it — the pins, the plugins (Plugins/RustealandPlugins/RustealGeneratorare replaced wholesale) and a full build; - the project is newer: install the CLI it uses,
cargo install rusteal@x.y.z.
The plugin checks the library as well: a librusteal built against another
version is refused at load, with both versions in the Output Log.
Project layout
Everything lives in one repository; the only thing outside it is the engine path in the CLI's own configuration.
YourProject/
├── YourProject.uproject
├── rusteal.toml # project configuration (versioned)
├── Source/YourProject/ # the C++ module UBT needs
├── Plugins/Rusteal/ # runtime plugin + generated C++ wrappers
├── Plugins/RustealGenerator/ # UHT exporter
├── Intermediate/Rusteal/uht/ # reflection JSON (build output)
└── Rust/
├── Cargo.toml # workspace
├── your-game/ # your code (cdylib)
└── bindings/ # generated by `rusteal build`, committed
Rust/Cargo.toml — rusteal new pins the version of the CLI that created
the project:
[]
= ["your-game", "bindings"]
= "3"
[]
= "=x.y.z"
= "=x.y.z"
= "=x.y.z"
= "0.33"
Rust/your-game/Cargo.toml:
[]
= ["cdylib"]
[]
= { = true }
= { = "../bindings" }
= { = true }
Rust/your-game/src/lib.rs:
entry!;
The runtime types come from rusteal_runtime::prelude, the engine types from
the generated crate's own bindings::prelude.
Build Pipeline
The CLI orchestrates a 5-step build:
| Step | Command | What it does |
|---|---|---|
| 1 | UE Build | Compiles UE project, triggers RustealGenerator → JSON reflection data |
| 2 | Codegen | Reads JSON → generates the bindings crate + C++ wrappers |
| 3 | UE Rebuild | Compiles the generated C++ wrappers into the UE module |
| 4 | Cargo Build | cargo build of your cdylib crate, with the dev profile (--release: the release profile) |
| 5 | Deploy | Copies the library to Plugins/Rusteal/Binaries/<Platform>/ (rusteal.dll, librusteal.so) |
Commands take the project directory, or find it by walking up from the current one:
# Full build
# Rust-only rebuild (skip the UE steps)
# Codegen and everything after
# Just regenerate the bindings crate and the C++ wrappers
# The game library for shipping
Development and release builds
The game library is built with Cargo's dev profile by default, which is what
every build above does while you work on the game, and with the release
profile when --release is given, which is the build to ship. The two want
opposite things, and the templates set them up for that in the workspace's
Rust/Cargo.toml, the only place Cargo reads profiles from (in the game
crate's own Cargo.toml they are ignored with a warning):
- dev (iterating): recompiling after a change must be fast, and the game must still run well in the editor. Only the game crate, the one that changes, is barely optimized; the runtime crates and the generated bindings, which compile once, are fully optimized. A change to the game crate rebuilds in about a second.
- release (shipping): the fastest library possible, however long it takes to build. The whole program is optimized as one unit (link-time optimization, a single codegen unit), which also drops the parts of the bindings the game does not use.
The settings follow Bevy's recommendations for game projects
(Bevy setup). The
Rusteal crates and the rusteal binary are not affected: these profiles only
shape the game's library.
Key Concepts
Object References
// Lightweight handle (8 bytes, Copy). May become invalid if UE GCs the object.
let actor: = world.spawn_actor?;
// RAII GC root. Prevents garbage collection until dropped.
let pinned: = actor.pin?;
// Checked access — verifies the object is still alive before use.
let checked = actor.checked?;
checked.k2_get_actor_location;
// Upcast to any ancestor, checked at compile time (a Character is an Actor);
// downcast with `cast::<T>()`, checked at runtime.
let as_object: = actor.;
Defining UE Classes
A #[uproperty] is bool, i32, i64, u8, f32, f64, an object
(UObjectRef<T>), a class (SubclassOf<T>, UE's TSubclassOf<T>), a
UeArray of any of those or of FNames, a struct (OwnedStruct<FVector>), an FName, a
String (FString) or an engine enum (ECollisionChannel). Each gets a
getter named after the field and a set_ setter (BlueprintReadOnly is
about Blueprints; the class's own code writes it, as C++ does); an array's
getter returns a view of the array inside the object, changed in place, and
a struct's a copy. default = ... is for the scalar
types and enums; the others are set in #[class_defaults] or a Blueprint
child, as the engine's templates do. EditAnywhere, EditDefaultsOnly,
VisibleAnywhere, BlueprintReadWrite and BlueprintReadOnly are UE's
specifiers.
A field with no attribute is Rust's alone, kept outside UE's object: its
getter returns a copy (a clone), set_ replaces it, and <field>_mut()
changes it in place (a map, a vector).
The UE name is the field's in PascalCase, with a b_ prefix as UE's bool
b (b_force_touch_controls is bForceTouchControls, as the bindings name
UE's own); name = "NPC" gives another, and category = "..." the property's
category. Matching the C++ names keeps the values a Blueprint saved when its
parent moves from C++ to Rust.
A #[component] is created with the object. attach names its parent: a
component the class declares before it, or an inherited one by its field-style
name (root_component, mesh); socket names a socket on that parent:
camera_boom: SpringArmComponent,
follow_camera: CameraComponent,
A component's subobject is named after its field too, or as
#[component(name = "Collision Check Box")] says: a Blueprint child's
changes to an inherited component are kept by that name.
What a C++ constructor sets on inherited properties goes in a
#[class_defaults] method of the #[uclass_impl] block. It runs once, on the
class default object, which every instance and Blueprint child starts from:
A Rust class's parent may be a Rust class, as a C++ class's may be a C++
class: #[uclass(parent = FirstPersonCharacter)] makes a class with the
parent's properties, components and functions, whose components may attach to
the parent's by their field names (attach = "first_person_camera_component")
and whose class defaults start from the parent's. An event both override runs
the child's code, which calls the parent's as C++ calls Super:::
In the generated bindings, an engine class reference (TSubclassOf<T>, such
as a game mode's DefaultPawnClass) is a SubclassOf<T>, not an object:
get_default_pawn_class() returns SubclassOf<Pawn>, and
SubclassOf::<MyPawn>::base().upcast() passes a Rust class where a parent's is
expected.
Static functions, such as a function library's (UGameplayStatics,
UKismetSystemLibrary), are called on the class, as in C++:
GameplayStatics::get_player_controller(world, 0).
Private engine properties that Blueprint can read (ACharacter's Mesh,
CharacterMovement and CapsuleComponent) have getters, and no setters when
they are read-only.
A #[ufunction] takes the scalar types, objects (UObjectRef<T>), classes
(SubclassOf<T>) and structs (UStructRef<T>, a reference into the call's
parameters; to_owned() keeps a copy), and returns a scalar, an object or a
class. It is BlueprintCallable unless it says otherwise:
BlueprintPure: callable without execution pins;Override: Rust code for an engine event of a parent class, taking what it takes (an enum as its type oru8, an out struct as aUStructRefwritten in place, a scalar out parameter as anOutRef<T>). A C++ virtual has its event:LandedisOnLanded,TickisReceiveTick,EndPlayisReceiveEndPlay,OnPossessisReceivePossess;BlueprintImplementableEvent: an event a Blueprint child implements; the method's body is empty, and calling it runs the Blueprint's graph. It takes structs as&OwnedStruct<T>.
name = "K2_OnMovementModeChanged" gives the UE name when the method's name
in PascalCase is not it.
Defining UE Structs
A data table's rows, or a struct a class's properties hold, can be declared in
Rust too, as UHT's USTRUCT():
Every field is a #[uproperty] of the kinds a class's are (no default: a
struct starts zeroed), since the struct's memory is UE's: a data table's, an
object property's, an OwnedStruct's. The type itself is a marker, like the
bindings' engine structs, and the fields are read and written through the
generated WeaponTableRowExt trait on UStructRef<WeaponTableRow> and
OwnedStruct<WeaponTableRow>. A data table's row is found as C++'s
FindRow<T>, by the table and row name or by an FDataTableRowHandle:
let Some = self.weapon_type. else ;
let mesh = row.static_mesh.load_synchronous?;
self.set_weapon_class;
SoftObjectRef<T> is UE's TSoftObjectPtr<T>: an object by path, loaded on
demand (load_synchronous), or get if it already is.
Input
With the enhanced-input feature (on in new projects), input works as in the
engine's C++ templates: a Blueprint child assigns the input actions and mapping
contexts, the player controller adds the contexts, and the pawn binds the
actions to its functions once its input component exists, in
receive_restarted (C++ does it in SetupPlayerInputComponent):
use ;
use *; // bind_action, enhanced_input_subsystem, InputActionValueExt
bind_action names the function by its UE name (fn r#move is Move), which
takes nothing or an FInputActionValue; engine functions work too ("Jump").
enhanced_input_subsystem(controller) is where a player controller adds its
mapping contexts.
Touch controls follow the same template: runtime::input::should_display_touch_interface()
is the C++ SVirtualJoystick::ShouldDisplayTouchInterface() (a Slate check,
not in reflection), and create_widget_of_class(&controller, class) spawns a
widget whose class a Blueprint child assigns, as CreateWidget<T>(this, Class)
does.
Delegates
An engine delegate (OnActorBeginOverlap, OnDestroyed, a component's
OnComponentBeginOverlap) takes a Rust closure, or a #[ufunction] by name
as C++'s AddDynamic does: once, however many times it is bound.
// A closure; dropping the binding unbinds it, detach() keeps it for as long
// as the actor lives.
actor.checked?.on_destroyed.add?.detach;
// A #[ufunction] of this class taking the delegate's parameters.
me.checked?.on_actor_begin_overlap.add_ufunction?;
Dynamic Calls
For Blueprint-defined functions or APIs not covered by generated bindings:
let mut call = new?;
call.set?;
call.call?;
Hot Reload
During development, rebuild your Rust library and reload without restarting the editor:
Then in the UE console:
Rusteal.Reload
Function implementations update immediately. Adding/removing uproperty or ufunction requires an editor restart.
Platform Support
| Platform | Status |
|---|---|
| Linux (x64) | Supported (Unreal Engine 5.8.2) |
| Windows (x64) | Supported |
| macOS | Not yet tested |
Working on Rusteal
This part is for changing Rusteal itself: its crates, the rusteal CLI and the
UE plugins in ue_plugin/. To make a game, none of it is needed; see
Making a game.
Prerequisites
Everything in Making a game › Prerequisites, plus:
| Dependency | Where from | What for |
|---|---|---|
| Git | the distribution's package (git); on Windows, Git for Windows |
cloning the repository |
| clangd (optional) | the distribution's package or LLVM; Zed downloads it on its own | C++ support in the editor, for ue_plugin/ |
| .NET 10 SDK (optional) | Microsoft, or the distribution's package (dotnet-sdk-10.0) |
C# support in the editor, for the exporter in ue_plugin/RustealGenerator/ |
Development environment
The settings that depend on the machine live in .env at the repository root,
which is not versioned; .env.example lists them:
| Variable | What it is |
|---|---|
RUSTEAL_DEV_ENGINE_ROOT |
The Unreal Engine root, the directory holding Engine/ |
Linux:
Windows (PowerShell):
git clone https://github.com/viniciusmorgado/rusteal.git
cd rusteal
Copy-Item .env.example .env # then fill it in
cargo xtask dev-setup
Rusteal is developed against a UE project: the plugins in ue_plugin/ are built
inside one, and the C++ editor support reads what that build generates (UHT's
*.generated.h headers and UBT's compile commands). dev-setup asks which one:
- An existing project. It must have this checkout's plugins installed and
built (
cargo run -p rusteal -- setup <project>, thenbuild);dev-setuponly reads it, never changes it, and stops with those commands if they are missing. Plugin headers that differ from the checkout's are reported. - A new blank project, created at the path you give with
rusteal new --runtime-pathon this checkout, and built. The last component of the path is the project name.
To skip the question, pass the answer: cargo xtask dev-setup --project <path>
or cargo xtask dev-setup --new <path>.
Then it writes:
compile_commands.jsonat the repository root, for clangd: the compile commands UBT gives for that project, pointed atue_plugin/;- the exporter's
.csproj.props, so C# language servers resolve the engine'sEpicGames.*assemblies, and adotnet restoreofrusteal.slnwith the .NET SDK bundled with the engine. The solution has two projects, both for IDEs only: the exporter (ue_plugin/RustealGenerator/Source/RustealExporter/), andide/RustealRules/, which gives the plugins'*.Build.csfiles the context UBT compiles them with. Without that project a language server analyzes those files with no references at all: nothing resolves, and everyusingis reported as unnecessary. UBT compiles theBuild.csfiles without implicit usings, so ausing System.IO;there is required, and the project makes the editor agree.
Run it again after adding a source file to the plugin, or after changing a
header that declares a UCLASS or USTRUCT and rebuilding it in the project:
a generated header only matches the header it was made from.
.env is for working on Rusteal only:
| Working on Rusteal | Making a game | |
|---|---|---|
| Engine path from | .env |
the rusteal CLI, which asks once and keeps it in ~/.config/rusteal/config.toml (the platform's config directory elsewhere) |
| Read by | cargo xtask only |
the rusteal CLI |
Writes the exporter's .csproj.props |
cargo xtask dev-setup, in this checkout |
rusteal setup, in the game project |
The rusteal CLI never reads .env, so it does not change which engine a game
builds with.
Testing a change
The workspace builds, tests and lints without the engine:
Anything that touches the engine is tested in a UE project of your choice,
driven by this checkout's CLI (cargo run -p rusteal --, from the repository
root). A new project that depends on this checkout:
After changing the runtime, the macros or a game crate:
After changing the UE plugins in ue_plugin/, reinstall them into the project
and build it:
In the editor, Rusteal.Reload swaps the library in without restarting; adding
or removing a uproperty/ufunction still needs a restart.
A project made with --runtime-path follows that checkout: the CLI acts on it
only when built from the same checkout, so drive it with cargo run -p rusteal --
from there. After pulling, setup reinstalls the plugins at the checkout's
version.
--runtime-path
It decides where the generated project takes Rusteal from:
| without it | --runtime-path <checkout> |
|
|---|---|---|
Rust/Cargo.toml says |
rusteal-runtime = "=x.y.z" |
{ path = "<checkout>/rusteal-runtime" } |
| Crates come from | crates.io | the local checkout |
| A change in the runtime reaches the game | on the next published version | on the next build |
| The project builds on another machine | yes | no (the path is this machine's) |
So: without it for a real game, with it while working on Rusteal — a change in
rusteal-core shows up in the project you test with on the next build --from 4,
with nothing to publish in between.
What lives where
| Crate | Role |
|---|---|
rusteal-ue-flags |
UE reflection flag constants |
rusteal-ffi |
#[repr(C)] types and the API table: the Rust ↔ C++ contract |
rusteal-core |
the safe runtime: object references, lifecycle, containers, math |
rusteal-macros |
#[uclass], #[uclass_impl] and their attributes |
rusteal-runtime |
what a game depends on; re-exports the above |
rusteal-codegen |
reflection JSON → the bindings crate and the C++ wrappers; owns manual/ |
rusteal-cli |
the rusteal binary; owns templates/ and embeds ue_plugin/ |
Changing the C++ plugin means running cargo run -p rusteal -- sync-plugin
before publishing, which refreshes the snapshot the binary embeds.
Adding a template
A template is a directory under rusteal-cli/templates/, one directory per
variant inside it, base being the template without --variant; they are
embedded in the binary when it is built, and nothing else registers them. A
variant directory mirrors the root of the project it creates:
template.tomlnames the engine template the project starts from (engine_template), the paths of it to leave out (exclude: the C++ gameplay the template replaces, the other variants), the level to open when it is not the engine template's own (default_map), a one-linedescriptionand thenext_stepprinted at the end;- every other file is written into the project over the engine template's:
*.terafiles are rendered with Tera and lose the extension, the rest (Blueprints, meshes) is copied as is; {{ variable }}works in folder and file names too:Rust/{{crate_name}}/src/lib.rs.tera.
The context is the same for every template: project, crate_name,
version, glam_version and, with --runtime-path, runtime_path.
Each variant is complete on its own. A new one starts as a copy of the
closest existing one (a variant from its template's base) and is changed
from there, never layered on top of it. Its Blueprints come from a project
where they were made and played, saved with the engine version Rusteal
targets. A variant with something to see has a screenshot in
assets/templates/, shown in Screenshots.
Engine APIs Rusteal uses that Unreal has deprecated are tracked in
docs/ue-deprecations.md: what, since which UE
version, until when and where. A new engine version means checking its
warnings against that list.
What Rusteal still lacks to write Unreal's Third Person template entirely in
Rust, in the order the template needs it, is mapped in
docs/third-person-gaps.md.
How the engine templates' variants were ported, where the Rust ports differ
from the C++ and what they still work around is in
docs/template-variants.md.
What Unreal Engine 6 changes for Rusteal — Verse, Scene Graph, the end of
Blueprints — and the open questions to check as Epic publishes details are in
docs/ue6-radar.md.
Commits are small — one per fix.
Releases and versions
Everything Rusteal ships carries one version: the seven crates (they inherit
[workspace.package].version through version.workspace = true), the two UE
plugins and the FFI contract between them.
Where it comes from. The release is cut from a develop → main PR. The
prepare-release workflow takes the last released version from crates.io
(max_version of the rusteal crate, the one source that cannot drift) and
bumps it by the commits the PR adds: BREAKING CHANGE: → major, feat: →
minor, anything else → patch. It never reads the version from the repository's
files. If nothing that goes into a package changed since the last tag, it skips
the release.
Where it is written. The same bump commit writes it everywhere at once:
| File | Field | 0.2.1 becomes |
|---|---|---|
Cargo.toml |
[workspace.package].version and the internal { version, path } dependencies |
0.2.1 |
ue_plugin/*/*.uplugin |
VersionName |
"0.2.1" |
ue_plugin/*/*.uplugin |
Version |
2001 |
Tags (v0.2.1), crates.io and the manifests only ever use major.minor.patch.
The integer form. Two places cannot hold 0.2.1: the .uplugin Version
field, which UE requires to be an integer, and RustealApiTable::version, a
u32. Both use the same encoding, major * 1_000_000 + minor * 1_000 + patch
(rusteal_ffi::encode_version). It is always derived from the version, never
a source of it. Minor and patch must stay below 1000, or the number would be
ambiguous; encode_version refuses such a version at compile time, so it cannot
slip through.
How it is kept in line.
rusteal-cli/tests/plugin_version.rsfails if either.uplugindisagrees with the workspace version, so a descriptor edited by hand turns CI red.- At load, the plugin compares its own version with the library's
rusteal_version()export and refuses a library built against another one;rusteal_runtime::initchecks the table'sversionagain. - Before
build,generateandsetup, the CLI compares the project's pins and plugins with its own version (see Versions).
Cargo.lock is not versioned: every build would rewrite the internal versions
in it. A dependency release that breaks the workspace shows up in CI, where it
gets fixed. cargo install rusteal --locked still works, because cargo packs a
lock file of its own into the published crate.
License
Licensed under either of:
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.