Rusteal
Rust bindings for Unreal Engine 5.8
Rusteal lets you write Unreal Engine games and plugins in Rust: gameplay, reusable gameplay systems, editor tools. 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.
Why use Rusteal
Use every core.
The gameplay that weighs on a frame (AI for hundreds of
agents, simulations, pathfinding, procedural generation) spreads across every
core with rayon or threads of your own, and the compiler guarantees the
threads never race. The results reach Unreal's objects back on the game
thread, through task::spawn.
Iterate in seconds.
Your gameplay is a library of its own: Cargo rebuilds
your crate alone, without the Unreal Build Tool, and Rusteal.Reload swaps
the new code into the running editor.
Test without the engine.
Combat rules, inventories, economies and AI
written as plain Rust run under cargo test, with property tests and
benchmarks, without opening Unreal.
Crash less.
The borrow checker rules out use-after-free and data races in your code, and a panic is caught at the FFI boundary and logged instead of taking the editor down.
Stay deterministic, share the rules.
Fixed-point math and seeded random numbers give the same simulation on every machine, the base of rollback and lockstep netcode. The same rules crate can run in a dedicated Rust server, a balancing tool or the web, with Unreal as the presentation.
Bring the Rust ecosystem.
crates.io is one line away: serde for saves
and configs, rapier for deterministic physics, ggrs for rollback,
wasmtime or rhai for sandboxed mods, ort for local inference.
Feel at home on both sides.
#[uclass], #[uproperty] and
#[ufunction] speak Unreal's language, so anyone who knows the engine knows
where things go. Everything around them is Rust: structs and traits, Result
for errors, pattern matching, Cargo, rust-analyzer and clippy.
Future migration to UE6
We are aware of the deep changes Unreal Engine 6 makes to the engine's
foundations: gameplay moving to Verse, Scene Graph replacing Actors and
Components, and Blueprints being deprecated once the new framework matures. We
follow them in Epic's own UE6 development stream (ue6-main in Epic's Unreal
Engine repository), and Rusteal's adaptation happens on the
ue6 branch, which
stays apart from main until UE6 ships.
So far, adapting Rusteal to UE6 looks feasible, with limited impact: Verse is
being built on the same UObject reflection and Unreal Header Tool that Rusteal
generates its bindings from. What changes, what Rusteal depends on and the open
questions are tracked in the
UE6 radar, on the ue6 branch.
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 |
| make a plugin (a gameplay system, an editor tool) with Rusteal | Making a plugin, after 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 Making a plugin is about using Rusteal to write a game, and applies to a plugin's code as well. 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 IDE | Community, Professional or Enterprise; 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 |
Any edition of the Visual Studio IDE works (Community is free). In the Visual Studio Installer (Modify on an existing install), the Workloads tab needs exactly two workloads:
| Workload | Section | What the engine takes from it |
|---|---|---|
| Desktop development with C++ | Desktop & Mobile | MSVC, the C++ compiler and linker; the Windows SDK |
| .NET desktop development | Desktop & Mobile | the .NET Framework SDK (UBT stops with Could not find NetFxSDK install dir without it) |
Game development with C++ and its Unreal Engine components are optional: they add the IDE's Unreal integration, which the engine's command-line build, the one Rusteal runs, does not use.
Then, in the Individual components tab, check that these are selected:
- MSVC v143 x64/x86 build tools 14.44 for Visual Studio 2022, MSVC x64/x86 build tools 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, and warns about versions newer than these (the "latest" component of Visual Studio 2026 installs 14.51); with both installed, it picks the one it prefers;
- Windows 11 SDK 10.0.22621 (10.0.19041 at least; UBT stops with Platform Win64 is not a valid platform to build without one);
- .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.
Rust must use the MSVC host: rustup show prints Default host:
x86_64-pc-windows-msvc. If your default toolchain is a -windows-gnu one,
for another project, it can stay: set the default host
(rustup set default-host x86_64-pc-windows-msvc) and install
stable-x86_64-pc-windows-msvc, then pin it in your game project, either with
a rust-toolchain.toml or, for the directory holding your projects,
rustup override set stable-x86_64-pc-windows-msvc --path <dir>.
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.
Every command is also a Cargo subcommand: cargo rusteal watch is
rusteal watch, run from anywhere inside the project. An IDE that runs Cargo
commands (RustRover, VS Code's rust-analyzer tasks) can then start
rusteal watch or rusteal build with a Cargo run configuration whose command
is rusteal watch, the same on Linux and Windows.
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 --all; --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 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 Blueprint-only templates (vr, ar, intro) keep their Blueprints too, reparented
to Rust classes and holding only data: meshes, materials, effects, input
assets, widget layouts and Anim Blueprint graphs.
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. |
intro |
The engine's Intro To Unreal template: its guided tour level, whose stations are the four features below (copycat mannequins, checkpoints, triggers and doors, effects, animated keys, gizmos, editor hints), and its first person character, in Rust. | |
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. |
vehicle |
The engine's Vehicle template: its sports car and offroad car on Chaos Vehicles, game mode, player controller and speed and gear HUD in Rust, playable as it comes (keyboard, gamepad, steering wheel, touch). | |
vehicle |
offroad |
The offroad car on an offroad level, its game mode ready for local split screen players. |
vehicle |
time-trial |
A race track with a start countdown, gates to pass in order, laps and the best lap time. |
ar |
The engine's Handheld AR template on ARCore and ARKit: its pawn (touch gestures to pick a detected plane, place the object on it, then move, rotate and scale it; light estimation), plane and placeable actors and its styled menus in Rust. It runs in the editor; Rusteal does not build for Android or iOS yet. | |
vr |
The engine's Virtual Reality template on OpenXR: its pawn (teleport along the navigation mesh, snap turn, hand poses), grabbable objects, pistol and projectiles, 3D menu, passthrough and spectator camera in Rust. |
Names are matched loosely (side-scrolling, SideScrolling), and rusteal new with an unknown template or variant lists them all.
Features
A feature is gameplay any template can take: a Rusteal plugin with its Rust
classes, which --feature adds to the new project (as many as wanted).
| Feature | Plugin | What it is |
|---|---|---|
mannequin |
Mannequin |
CopycatAnimInstance, an Animation Blueprint parent that copies a character's movement (ground speed, direction, moving, falling), the player's unless told which, and BP_CopycatMannequin, the Intro To Unreal template's copycat mannequin; ReachingMannequin, whose right hand reaches for a ReachTarget placed in the level (two-bone IK solved in Rust). |
checkpoints |
Checkpoints |
BP_SpawnPoints that save the player's progress when walked past (CheckpointSaveData), and a world subsystem (CheckpointSubsystem) that brings the player back to the last one when the level starts or on RespawnPlayer. |
interactables |
Interactables |
BP_DoorTrigger, a switch broadcasting its Trigger event; BP_Lights and a BP_DoorFrame_Unlockable that it toggles and unlocks; BP_ConfettiTrigger, a Niagara burst; BP_SequenceTrigger, which plays a level sequence; BP_Metasound, a MetaSound with a seed parameter; BP_DangleBlocks, cubes hanging on physics constraints. |
tour |
Tour |
The tour pieces: BP_TextSwitcher (text that changes in game), BP_Titles (station numbers), animated BP_KeyboardKeys and BP_MouseKeys, BP_GizmoDemo (the move, rotate and scale gizmos at work), BP_TemplateCube, BP_SplinePath (decal arrows along a spline) and BP_UI_Update (editor panels shown in game). |
The intro template is made of all four: rusteal new MyTour --template intro
adds them by itself, and its level's Blueprints are children of their Rust
classes.
Each feature is written into Plugins/<Plugin>/, enabled in the .uproject,
built with the project, and brings the engine content it needs when the
project lacks it (mannequin copies the Characters pack, interactables
and tour the LevelPrototyping one). Its Blueprints are in the plugin's
content (Plugins > Content in the Content Browser), children of
its Rust classes holding the meshes, materials and widget layouts. An existing
project takes one with rusteal plugin new <Plugin> --template <feature>.
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 --all`, 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. rusteal build runs steps 4 and 5, the
Rust libraries, which is all a change to Rust code needs; rusteal build --all runs the five, which the first build of a project needs, and so does
every change to what the bindings are generated from: the engine version, or
the modules and the blocklist in rusteal.toml.
| 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:
# The Rust libraries (steps 4-5), while you work on the game
# The same, every time a source file changes, until Ctrl+C
# Every step
# Codegen and everything after
# Only one step
# 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. The game crate has full debug info; the dependencies and the bindings keep only file and line, enough for backtraces: with all of theirs, the library would be over a hundred megabytes, which every hot reload loads again.
- 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 optimization levels follow Bevy's recommendations for game projects
(Bevy setup);
trimming the dependencies' debug info is Rusteal's, for hot reload. 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, of FNames or of structs (UeArray<OwnedStruct<FLinearColor>>), 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, BlueprintReadOnly, SaveGame and
Config are UE's specifiers; any other argument is a compile error. Config
reads and saves a property in the ini files of its class's config category
(#[uclass(parent = ..., config = "Game")]), as project settings do; see
Project settings.
SaveGame is UE's flag for what a save writes: an archive that is a save
game archive (ArIsSaveGame, the usual way to save actors' state) serializes
only the properties that carry it. GameplayStatics::save_game_to_slot writes
a SaveGame object whole, flagged or not; marking its fields keeps them right
when it is serialized some other way. A save game class is a Rust class whose
parent is SaveGame:
let save = create_save_game_object;
from_obj?.set_unlocked_difficulty;
save_game_to_slot;
let loaded = from_obj?;
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>;Exec, with the default or withBlueprintPure: a console command too, see Console commands and variables.
name = "K2_OnMovementModeChanged" gives the UE name when the method's name
in PascalCase is not it. Any other argument is a compile error.
A class implements UE interfaces by class path: a C++ interface
(/Script/Module.Interface) or a Blueprint Interface asset
(/Game/Path/BPI_Foo.BPI_Foo_C). Its functions are #[ufunction]s named as
the interface's, taking the same parameters in the same order, and returning
its return value; C++'s IFoo::Execute_Bar(Object), a Blueprint's interface
message and DoesImplementInterface reach them as they reach a Blueprint's.
Interfaces load once the engine is initialized (a game module's or an
asset's cannot be loaded earlier), so the class implements them from then on.
An interface whose functions are not Blueprint events (marked
CannotImplementInterfaceInBlueprint) has only a C++ implementation and is
refused, as Blueprints refuse it. Between Rust classes, a Rust trait is the
lighter tool.
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.
Defining UE Enums
An enum a Rust class's properties or functions use, and a Blueprint can pick
from a dropdown, is declared in Rust too, as UHT's UENUM(BlueprintType):
A #[uenum] has unit variants with values up to 254, as a Blueprint enum's
uint8; the macro sets the representation. It is a property type, a
#[ufunction] parameter or return value, and a match like any Rust enum.
Engine enums from the bindings are ufunction parameters and return values too.
Widgets
A Rust UserWidget reaches the widgets its Widget Blueprint's layout names as
C++'s UPROPERTY(meta = (BindWidget)) does: a property with the widget's name
and BindWidget (BindWidgetOptional when the layout may leave it out) is
set when the widget is created. A widget animation of the Widget Blueprint is
reached the same way with BindWidgetAnim (BindWidgetAnimOptional), which
makes the property Transient, as the engine requires; Transient keeps any
property out of what is saved.
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 the parameters of the engine's dynamic binding signature or
a leading part of them: the value, the seconds the action has been evaluated
and triggered, and the action itself. 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?;
A Rust class declares its own multicast delegate with #[udelegate] in its
#[uclass_impl] block: C++'s DECLARE_DYNAMIC_MULTICAST_DELEGATE and a
BlueprintAssignable property, so Blueprints (a UMG widget showing the
health, say) bind it like any engine delegate. The method's body stays empty;
calling it broadcasts. Next to it come <name>_add(closure) and
<name>_add_ufunction(target, "Function") for Rust listeners.
// elsewhere
character.on_health_changed_add?.detach;
Its parameters are the scalar types, #[uenum]s, objects, classes and structs (as
&OwnedStruct<T>; a closure receives an OwnedStruct<T>). #[udelegate(name = "...")] gives the UE name when the method's PascalCase is not it.
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:
The editor reloads each library as soon as rusteal build deploys it again,
with a notification (Rusteal.AutoReload 0 in the console turns that off).
rusteal watch runs that build every time you save a Rust file, so saving is
all it takes; a build that fails prints its errors and the watch goes on
(--plugin <Name> watches one plugin). To reload by hand, in the UE console:
Rusteal.Reload
Rusteal.Reload swaps every Rust library of the project; Rusteal.Reload <Name> only one (the game's is named after the project, a plugin's after the
plugin). Function bodies update immediately. A class whose #[uproperty]s,
#[component]s, #[ufunction]s or parent changed is created again, and its
objects move to the new class: the actors in the level, its Blueprint
children and its Rust subclasses, keeping their property values. Rust-private
fields start over on every reload. A changed #[ustruct] still needs an editor
restart, and so does a changed class outside the editor (-game). How it
works, and why: docs/hot-reload.md.
Console commands
Typed in the editor's console: the ` key in the viewport, or the Cmd
box at the bottom of the Output Log tab.
| Command | What it does |
|---|---|
Rusteal.Reload |
Reloads every Rust library of the project. |
Rusteal.Reload <Name> |
Reloads one library: the game's is named after the project, a plugin's after the plugin. |
Rusteal.AutoReload 0 |
Stops reloading a library when rusteal build deploys it again; Rusteal.Reload still works. |
Rusteal.AutoReload 1 |
Reloads a library when it is deployed again, the default. |
Packaging a game
rusteal package builds every library with the release profile, then cooks
and packages the game for the platform it runs on (the engine's
BuildCookRun). The packaged game stages each Rust library it loads, the
game's and its runtime plugins'. Assets that only Rust code loads by path
(load_object) are not found by the cooker through references: list their
directory in Project Settings > Packaging > Additional Asset Directories to
Cook.
Making a plugin
Rusteal makes Unreal Engine plugins too: a plugin whose code is a Rust library of its own, loaded next to the game's. A gameplay system written once (an inventory, dialogue, quests, AI) goes into any project as a plugin, and an editor tool brings what Rust does well into the editor: work on many assets at once, parsers and other libraries from crates.io, all of it off the game thread when it is heavy.
A plugin's library is either kind:
| Kind | Where it runs | The plugin's module | What for |
|---|---|---|---|
runtime |
games and the editor | Runtime |
gameplay systems, anything a packaged game needs |
editor |
the editor only | Editor |
tools: menus, asset validation, editor scripting |
Everything in Making a game applies to a plugin's code: its classes, properties, functions, components, delegates and interfaces are written the same way.
A new plugin
A plugin lives in a Rusteal project, which builds it with the engine and gives it a level to be tried in: the game it is for, or a project made for it.
rusteal plugin new writes the plugin into the project's Plugins/, lists it
in the .uproject and runs the build pipeline. The plugin's name is also its
C++ module's: letters and digits, not the project's own name.
| Plugin template | What it is |
|---|---|
blank (default) |
A runtime plugin with a HelloComponent in Rust. |
editor |
An editor plugin: an editor subsystem, a Tools menu entry counting the project's assets on a background thread, a console command doing the same, and an asset validator. |
inventory |
A runtime gameplay plugin: items as data assets (<Name>Item), an inventory component stacking them and broadcasting its changes (<Name>Component), a world subsystem (<Name>Subsystem), project settings for its limits (<Name>Settings) and console commands giving, taking and listing the player's items. |
mannequin |
The mannequin feature (see Features). |
Plugin layout
Plugins/Inventory/
├── Inventory.uplugin # the plugin, depending on Rusteal
├── rusteal.toml # the plugin's library: crate, kind, modules
├── Source/Inventory/ # its C++ module, which hands the library to Rusteal
│ └── Generated/ # generated C++ wrappers (versioned)
├── Rust/
│ ├── Cargo.toml # the plugin's own workspace
│ ├── inventory/ # its code (cdylib)
│ └── bindings/ # generated by `rusteal build --all`, committed
├── Binaries/<Platform>/ # librusteal_Inventory.so, rusteal_Inventory.dll
└── Content/ # the plugin's assets
The plugin carries everything it needs, so the directory can be copied into
another Rusteal project at the same version, or kept in a repository of its
own. Its Rust/Cargo.toml pins the Rusteal crates as the project's does, and
rusteal upgrade moves both.
A plugin's classes live in its module's package, as a C++ plugin's do:
/Script/Inventory.InventoryComponent, where the game's are in
/Script/Rusteal. That is their path in assets, ini sections and editor
Python (unreal.load_class(None, "/Script/Inventory.InventoryItem")).
Building
rusteal build builds every library of the project: the game's and each
plugin's. --plugin <Name> limits the codegen, Cargo and deploy steps to one
plugin, which is what iterating on it needs:
In the editor, Rusteal.Reload swaps every library, Rusteal.Reload Inventory only that one.
A plugin binds the engine modules its rusteal.toml lists, like a game. A
module far bigger than a plugin needs can be limited to some classes (and the
ones they derive from):
= { = "unreal_ed", = "editor", = ["EditorActorSubsystem", "EditorAssetSubsystem"] }
Subsystems
A subsystem is where a plugin's system usually lives: the engine makes one for every class deriving from a subsystem base, with the lifetime of the game, a world, the engine or a local player. A Rust class derives from Rusteal's parents, which turn the engine's C++ virtuals into events:
| Parent | One per | Events |
|---|---|---|
RustealGameInstanceSubsystem |
game | receive_initialize, receive_deinitialize, receive_should_create_subsystem |
RustealWorldSubsystem |
world (game and PIE; editor worlds with bCreateInEditorWorlds) |
the same, receive_post_initialize, receive_world_begin_play, receive_tick with bWantsTick |
RustealEngineSubsystem |
process | the same as the game's |
RustealLocalPlayerSubsystem |
local player | the same, receive_player_controller_changed |
RustealEditorSubsystem (editor libraries) |
editor | the same as the game's |
Other code finds it as it finds any subsystem:
SubsystemBlueprintLibrary::get_world_subsystem(context, class).
Project settings
A class whose parent is DeveloperSettings and that names a config category
shows in Project Settings, its Config properties saved in that category's
files (config = "Game": Config/DefaultGame.ini):
let slots = get_default?.max_slots;
The plugin templates bind the DeveloperSettings module; a game adds it to
its rusteal.toml (DeveloperSettings = { module = "developer_settings", feature = "engine" } in [codegen.modules]). get_default() is the class
default object, which holds the settings: the defaults, overridden by what
the ini files hold, under the class's path and the properties' UE names:
[/Script/Inventory.InventorySettings]
MaxSlots=30
Console commands and variables
use console;
pub const GOD_MODE: = new;
on_load!;
on_load! runs a function each time the library loads, hot reloads included:
an unload removes the library's commands and variables, and the next load
registers them again. A ConsoleVariable<T> (bool, i32, f32,
String) reads and writes any variable by name, the engine's too
(ConsoleVariable::<i32>::new("t.MaxFPS").set(60)).
A #[ufunction(Exec)] is a console command on the classes the console reaches,
as UFUNCTION(Exec) is in C++: the player controller, its pawn and HUD, the
cheat manager, the game mode and the game state. The command is the function's
UE name: fn give_gold(&mut self, amount: i32) is GiveGold 100.
Work off the game thread
UE's objects belong to the game thread; Rust's threads, rayon and tokio
are free to do the rest. task::spawn runs the work on a thread of its own
and hands its result back on the game thread, where UE can be called again:
use task;
spawn;
run_on_game_thread;
let handle = on_tick;
A library waits for its spawned work before it unloads (a hot reload, the
editor closing), so that no thread runs code that is gone; a result still
waiting for the game thread then is dropped. task::is_game_thread() tells
where the code runs.
Editor tools
An editor library binds the editor's modules, which the editor template
lists, and the engine's editor-only functions (AActor::SetActorLabel):
- Editor subsystems:
RustealEditorSubsystem, created when the editor starts; the editor's own (EditorActorSubsystem,EditorAssetSubsystem,LevelEditorSubsystem) come fromEditorSubsystemBlueprintLibrary::get_editor_subsystem, which the template wraps aseditor_subsystem::<T>(). - Menus: a class whose parent is
ToolMenuEntryScript, itsexecuteoverridden;init_entryplaces it (LevelEditor.MainMenu.Tools, a section, a label) andregister_menu_entryadds it. - Asset validation: a class whose parent is
EditorValidatorBaseruns when assets are saved or validated (Validate Assets): it overridesK2_CanValidateAssetandK2_ValidateLoadedAsset(returning anEDataValidationResultasu8) and reports withasset_failsandasset_passes. - Undo:
KismetSystemLibrary::begin_transaction,transact_objectandend_transactiongroup changes into one undo step.
The editor template has a menu entry whose action lists the project's assets
and counts them on a background thread, the same as a console command, and a
validator.
Data assets
A Rust class whose parent is PrimaryDataAsset is a kind of asset: Content
Browser > Miscellaneous > Data Asset creates one, its properties edited in the
editor, and the game loads it like any asset (load_object::<InventoryItem>).
A plugin's items, recipes or dialogue lines are data assets of its own
classes. Editor Python makes them too, and names their properties by their UE
names:
=
=
=
Packaging a plugin
builds the plugin's library with the release profile and copies the plugin
into ~/Packages/Inventory: its sources (the C++ module, the Rust crate, the
generated code), content and configuration, its binaries for the platform it
was built on (the Rust library, the editor module), and none of the build
output. Another Rusteal project at the same version takes it into its
Plugins/ and builds it with rusteal build --all; a binary for another platform
comes from packaging there. A game packaged with rusteal package stages the libraries of its runtime plugins with
its own.
What a plugin cannot do yet
Slate UI, details panel customizations, custom asset editors, scripted asset
actions, importers and Blueprint nodes are not covered yet; what they take, and
what to do meanwhile, is in
docs/plugin-roadmap.md.
Platform Support
| Platform | Status |
|---|---|
| Linux (x64) | Supported (Unreal Engine 5.8.2) |
| Windows (x64) | Supported |
| macOS | Not yet tested |
Known limitations
- Mobile. Rusteal does not build for Android or iOS yet. The
artemplate, made for ARCore and ARKit devices, runs in the editor, and the touch controls of the other templates can be tried there, but none of them can be packaged for a phone or a tablet. Mobile support is being actively worked on. - Consoles. Rusteal does not build for consoles yet; console support is being actively worked on too.
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/ |
The checkout builds with the MSRV, Rust 1.88.0, whatever your default
toolchain is: rust-toolchain.toml pins it, and rustup installs it on the
first cargo command. The file names no host, so rustup completes it with its
default host; on Windows that must be x86_64-pc-windows-msvc (see the
Windows prerequisites above).
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, each build reloads the library by itself, changed classes
included (see Hot Reload); a change to the UE plugins needs an
editor 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,
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 plugin_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.
A plugin template is a directory under rusteal-cli/plugin_templates/,
written into Plugins/<Name>/ by rusteal plugin new --template <name>:
its template.toml has the description and the next_step, and its files
are rendered the same way, with plugin, crate_name, version,
glam_version and runtime_path as context. The plugin's module, its
Build.cs and <Name>Module.cpp, come with the template: copy them from
blank (a runtime module) or editor (an editor module).
A plugin template with a [feature] table in its template.toml is a
feature: plugin is the plugin's name in the project (its assets live under
/<plugin>/, so a feature with Content/ keeps that name), and
shared_packs lists the engine template packs it needs
(High/Characters is Templates/TemplateResources/High/Characters), copied
into the project's Content/ without replacing what is there. A template's
template.toml bundles features with features = [...].
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 Rusteal does not do yet for plugins (Slate, details customizations,
importers, Blueprint nodes...), and what each takes, is in
docs/plugin-roadmap.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
the UE6 radar, kept on the ue6 branch (see
Future migration to UE6).
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.