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UnrealSharp

Introduction

UnrealSharp is a plugin for Unreal Engine 5 that allows game developers to use C# in their projects with the power of .NET 9. This plugin bridges the gap between C# and UE5, providing a seamless and efficient workflow for those who prefer C# over C++/Blueprints.

Workflow Showcase

Features

  • C# Integration: Write your game logic in C#.
  • Seamless Unreal Engine 5 Compatibility: Fully integrated with the latest UE5 features and API.
  • Hot reload: Compile and reload code on the fly without having to restart the engine for changes.
  • Automatic Bindings: Automatically generates C# API based on what is exposed to reflection.
  • .NET Ecosystem: Use any NuGet package to extend functionality.

Sample Project

Check out UnrealSharp-Cropout, an ongoing effort to convert Cropout, originally created in Blueprints, into C# using UnrealSharp.

Prerequisites

  • Unreal Engine 5.3+ (Will support earlier versions in the future)
  • .NET 9.0+

Frequently Asked Questions

FAQ

Get Started

Visit the website's Get Started page!

If you want to contribute with documentation, you can contribute to this repository!

Code Example

using UnrealSharp;
using UnrealSharp.Attributes;
using UnrealSharp.Engine;
using UnrealSharp.Niagara;

namespace ManagedSharpProject;

public delegate void OnIsPickedUp(bool bIsPickedUp);

[UClass]
// Partial classes are only a requirement if you want UnrealSharp to generate helper methods.
// Such as: MyCustomComponent foundComponent = MyCustomComponent.Get(actorReference);
public partial class AResourceBase : AActor, IInteractable
{
    public AResourceBase()
    {
        SetReplicates(true);
        RespawnTime = 500.0f;
    }
    
    // The mesh of the resource
    [UProperty(DefaultComponent = true, RootComponent = true)]
    public UStaticMeshComponent Mesh { get; set; }
    
    // The health component of the resource, if it has one
    [UProperty(DefaultComponent = true)]
    public UHealthComponent HealthComponent { get; set; }
    
    [UProperty(PropertyFlags.EditDefaultsOnly)]
    public int PickUpAmount { get; set; }
    
    // The time it takes for the resource to respawn
    [UProperty(PropertyFlags.EditDefaultsOnly | PropertyFlags.BlueprintReadOnly)]
    protected float RespawnTime { get; set; }
    
    // Whether the resource has been picked up, is replicated to clients.
    [UProperty(PropertyFlags.BlueprintReadOnly, ReplicatedUsing = nameof(OnRep_IsPickedUp))]
    protected bool bIsPickedUp { get; set; }
    
    // The effect to play when the resource is picked up
    [UProperty(PropertyFlags.EditDefaultsOnly)]
    public TSoftObjectPtr<UNiagaraSystem>? PickUpEffect { get; set; }
    
    // The delegate to call when the resource is picked up, broadcasts on clients too.
    [UProperty(PropertyFlags.BlueprintAssignable)]
    public TMulticastDelegate<OnIsPickedUp> OnIsPickedUp { get; set; }

    protected override void BeginPlay()
    {
        HealthComponent.OnDeath += OnDeath;
        base.BeginPlay();
    }

    [UFunction]
    protected virtual void OnDeath(APlayer player) {}

    // Interface method implementation
    public void OnInteract(APlayer player)
    {
        GatherResource(player);
    }
    
    [UFunction(FunctionFlags.BlueprintCallable)]
    protected void GatherResource(APlayer player)
    {
        if (bIsPickedUp)
        {
            return;
        }

        if (!player.Inventory.AddItem(this, PickUpAmount))
        {
            return;
        }

        // Get the ExperienceComponent from the PlayerState using the generated helper methods.
        UExperienceComponent experienceComponent = UExperienceComponent.Get(player.PlayerState);
        experienceComponent.AddExperience(PickUpAmount);
        
        // Respawn the resource after a certain amount of time
        SetTimer(OnRespawned, RespawnTime, false);
        
        bIsPickedUp = true;
        OnRep_IsPickedUp();
    }
    
    [UFunction]
    public void OnRespawned()
    {
        bIsPickedUp = false;
        OnRep_IsPickedUp();
    }
    
    // This is called when the bIsPickedUp property is replicated
    [UFunction]
    public void OnRep_IsPickedUp()
    {
        if (PickUpEffect is not null)
        {
            UNiagaraFunctionLibrary.SpawnSystemAtLocation(this, PickUpEffect, GetActorLocation(), GetActorRotation());
        }
        
        OnIsPickedUpChanged(bIsPickedUp);
        OnIsPickedUp.Invoke(bIsPickedUp);
    }
    
    // This can be overridden in blueprints
    [UFunction(FunctionFlags.BlueprintEvent)]
    public void OnIsPickedUpChanged(bool bIsPickedUp)
    {
        SetActorHiddenInGame(bIsPickedUp);
    }
}

Roadmap

Take a look at the roadmap for planned and developed features!

Roadmap

Discord Community

Join the discord community to stay up to date with the recent updates and plugin support!

Discord community

Contributing

I accept pull requests and any contributions you make are greatly appreciated.

License

Distributed under the MIT License. See LICENSE for more information.

Contact

Discord: olsson. (Yes, with a dot at the end.)

Or join the Discord community.

Special Thanks

I'd like to give a huge shoutout to MonoUE (Sadly abandoned :( ) for the great resource for integrating C# into Unreal Engine. Some of the systems are modified versions of their integration, and it's been a real time saver.

Thank you to the MonoUE team!