-
Notifications
You must be signed in to change notification settings - Fork 24
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Collaboration on new Unreal Editor #134
Comments
I suppose that comes down to what exactly you want to bind. Surreal Engine doesn't currently have anything that can create, edit or save a package. All current code is about consuming them. The "editor" Surreal Engine has right now is mostly just for fun - it looks like an editor, but there's nothing really behind it that can actually edit anything. At best you could say its a map viewer. |
Just to further comment on this: The Surreal Engine code base is organized in such a way that it would be possible to create a library and a C API for the Package Manager and its UObjects. That's the only part of SE I think would really benefit such an editor. Doing that wouldn't be impossible. The catch is that the package manager would have to improved a lot in order to do it properly. It can load a package but it can't save it again. There are no serialize save functions at all in the code right now. Someone would have to write that. |
Alright, that's good to know. It's not a shoe-in, but not impossible either. Thanks for the clarification! |
Hi! Sorry this is not a proper issue, more of an attempt to contact you.
Over in the Deus Ex modding community, @LoadLineCalibration started a new frontend for the Unreal Editor, and I'm slowly coming on board too.
It's written in Pascal, since it's a bit quicker to do mockups and iterations with, and we were thinking that it'd be interesting to use Surreal Engine as the backbone.
How feasible is this from your perspective to make Pascal bindings, or other languages? That way more people could get in on making frontends for Surreal Engine.
The text was updated successfully, but these errors were encountered: