[Tutorial] Change Player Skeletal Mesh via Kismet in-game
[Tutorial] Create Standalone Game Launcher for your UDK Game
[Tutorial] Weapon Magazine (Clip) Reload
[Tutorial] Scaleform Door Lock UI (Inspired from Dead Space)
[Tutorial] Scaleform Ammo Display on Weapon
[Tutorial] Save/Load your game in End-Users My Documents Folder (DLLBind)
[Tip] Renaming UDK Game Window Title
Unreal X-Editor
Unreal X-Editor on Wikipedia
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RyanJon2040
you need to use website http://uside.codeplex.com/
(dropbox has not been used for a year))
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
New Version
0.0.26
- Added highlighting for Begin Object/End Object
- Goto Definition is working for properties within block Begin Object/End Object
- Autocomplete list is fixed for function parameters
- Added "array" type support for intellisense
- Added Smart Indenting
- Fixed bugs with Auto-complete
- Added a snippet for begin object/end object
http://uside.codeplex.com/
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
This is excellent work. I am experiencing an odd problem with the editor - when I start debugging, it automatically breaks on:
> Function Engine.OnlineSubsystem:SetAccountInterface Line:1037
Then, when I step through, the call stack soon starts to fall out of sync with the source files - I see :
> Function Engine.GameViewportClient:Init Line:568
While the highlighted line in the editor shows:
exec function SSSwapControllers()
It may be due to the fact that this is not a completely fresh install:
I had the 2011-04 udk only installed when I installed the editor earlier. Debugging didn't work at all with that so I installed the latest sdk (2012-02), uninstalled the editor and reinstalled.
I will try to completely remove the editor and try again, but thought yo might find this information useful.
Thanks again, without a tool like this, working with unrealscript is difficult, and pixelmine are asking for too much for small developers.
Peter
Last edited by peterfhannon; 03-21-2012 at 05:20 AM.
Hi peterfhannon, I am happy that you like my work.
Regarding the problem, I do have the same problem and it is not relating to Unreal Script IDE. It seems that some classes are compiled differently (I think it is due to native code in some classes).
Regards
Unreal Script IDE Developer
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
I am using Visual Studio Shell and I don't think it has a trojan. In my extension I am using internet only for "Google Analytics". And for sure I am not using VBA32. It seems that it is a false warning. And I do not know how to get rid of it. One of the option is to check with others anti-viruses.
Thank you for your feedback.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
This should be Stickyed also! Great work!
Do you know if is it possible to add some buttons to run the UDK editor? Something like, build and run the editor with a map loaded. Like this: "D:\UDK\UDK-2012-02\Binaries\UDKLift.exe editor MyMap.udk?game=MyPackage.MyGame"
You can specify additional command line arguments by right-clicking on UDKProject under your solution, going to properties, and specifying them there under Additional Command Line Arguments. Quite handy.![]()
Jesse
http://techartninja.com
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
New Version
0.0.27
http://uside.codeplex.com/
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
New version
0.0.28
Added ini-editor
Ini-file syntax highlighing
Ini-file section/variables drop down boxes in editor
Added ability to delete files from a solution
http://uside.codeplex.com/
![]()
Last edited by Alexander77; 04-14-2012 at 05:45 AM.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
New version
0.0.29
* Changed Project path for Ini file (not Ini filed are loaded from UDKGame/Config)
* Brace Matching in Ini editor
* Comments/Uncomments support in Ini Editor
* Added Auto-outlining in Ini Editor
http://uside.codeplex.com/
![]()
Last edited by Alexander77; 04-21-2012 at 05:09 PM.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Problem could be related to macros. For example...
... will highlight DevPlugin as Syntax error, unexpected IDENTIFIER, expecting'('Code:`IF_DEBUG function DevPlugin( UDev D ) { //... } `ENDIF
One other thing. Whenever I install the IDE, AVG Anti-virus considers it a threat.
Yeah macros kill the correct parsing of unrealscript. What kind of info can I give short of handing out private source code? It even errors with the default UDK source from Dec 2011.
example, this is giving a parse error in the ide on the else line. Its legit but I dunno how useful it is without the guts
Code:for(i=0; i < 6; ++i) { switch(//testcase){ case //iscase: if(//stuff){ //then }else //somecode break; }
Last edited by MonsOlympus; 04-22-2012 at 06:41 AM.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Could you try fix the parsing issue with selecting words through double clicking it? For example when I double click "pawn" from "Pawn.Health" it might highlight "awn" or "paw" or something else, this is quite annoying and seems to be completely random, sometimes it selects it completely correct, usually after re-saving the file.
EliotVU.com
UT2004: MutNoAutoFire / LevelConfigManager / MutBestTimes / MutCacheExtractor / MutHalloween
UT3: MutDodgeJump / MutXMasPresents
UDK: UE Explorer / Forms
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
If you parse macros first and do the string replacement then parse the uscript as it is precompiled then that should be enough to remove all issues. The preprocessor isnt exactly fancy, apart from string replacement it doesnt do a whole lot in terms of functionality. I guess the main issue is that if a macro breaks the parsing of the uscript then it will cascade but much the same is already happening in macro heavy uscript already![]()
you are totally right but there is a problem with macros. If I do process macros it will shift lines in code or characters and the parser will not know positions in a preprocessed file but in the editor it will be shown as the original file. So I am thinking how I am going to solve this issue.
Last edited by Alexander77; 04-25-2012 at 07:26 AM.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Ahh yes, the compiler in 2k4 even used to have that same issue it would give you the line in uscript but it wasnt correct after the inserted macro so it made debugging very difficult. You can see remnants of the preprocessed files that have #linenumber (num) I have no idea what those refer to but a suggestion I kind of omitted because I wasnt sure of it was perhaps parsing both the uscript in dev/src and in content/preprocessedfiles but that would only work if infact all script had been preprocessed.
As it stands right now I dont think the errors Im seeing are correct lines or even errors at all in some cases, if macros were to be inserted then you couldnt actually say which line of uscript the error is on either since the error exists within a macro file.
Perhaps an idea would be to detect if a file contains macros and display the preprocessed file with the errors in that file rather than the original, that way for people not using macros nothing would change. It might get confusing but it already does having to crosscheck the preprocessed files with the originals.
New version
0.0.30
Bug fixes
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Yay, finally got around to get the program working. Now I can see again the awesomeness that a debugger is. :>
EDIT: But are you doing something special with the packages that get compiled within your IDE? I don't seem able to re-compile any scripts when starting the UDK on it's own with outdated script files. It says it failed to delete the existing packages, but none of them is read-only, so I don't see any obvious problem.
EDIT2: Oh, seem to have found the reason. Your IDE crashed during the last debugging session and although it's process is no longer in the Task Manager, it still seem to have a lock on those files. Really mean. :/
And apparently is the Manifest.txt gone as well.
EDIT3: Ok, figured it out. Apparently was there still an instance of UDK running when I was trying to recompile the stuff.
Last edited by Crusha K. Rool; 06-18-2012 at 05:59 PM.
Our Loop, which art in source code, hallowed be thy keyword.
Thy condition come, thy instruction be done, in RAM as it is in cache.
Increment us this day our daily counter,
and forgive us our typos, as we also have forgiven our compilers.
And lead us not to the nullpointer but deliver us from bugs.
For thine is the API, the GUI, and the CLI while(true).
Semicolon;Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.
I use this IDE exclusively, it is awesome! Going to check out new version.
yes, unfortunatelly sometimes UDK shuts down quicker then IDE gets info about it and this situation causes a lot of locks for files because IDE can be in Task Manager and UDK.exe can be there as well.
so each time IDE or UDK crushes make sure that IDE and UDK is not "zombie" processes in Task Manager
Last edited by Alexander77; 06-19-2012 at 08:22 AM.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
I am thinking about porting this IDE to Visual Studio Shell 2012 but I am thinking is there any reason to do it?
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
EliotVU.com
UT2004: MutNoAutoFire / LevelConfigManager / MutBestTimes / MutCacheExtractor / MutHalloween
UT3: MutDodgeJump / MutXMasPresents
UDK: UE Explorer / Forms
ALL CAPS MENU ISN'T ENOUGH?
I guess the biggest thing would be the new solution explorer on VS2012 and intellisense improvements. Also Microsoft says its faster and has lower memory usage, but I haven't noticed any effects on my projects (which are not very large admittedly).
Other than those, transitioning into newer and better supported toolset would be nice, but thats not always a plus.
I've been using your IDE for some time, I find it to be the best one out there (nfringe included), if you want to continue to develop the IDE, I'd say go for it.
PS: Yes, all caps can be disabled![]()
VS 2012 looks very nice, and maybe works little faster, but i tested it only on my new ssd. Whenever, uside initial loading times take same time both on hdd and ssd.
Your IDE is good, and I using it on my project. But few things make my work little slower:
1. IDE turn to freeze some times. It may take a one or two minutes and happens in various situations such as adding new file.
2. Debugger isn't hitting break points some times, system reboot may help with this. Also when I try to stop debug session via shift+f5, editor freezes.
3. debug session starts with hitting onlineinterface class, but there is no break points in this place. Maybe you add a option to automatically skip first breakpoint?
I patiently waiting for new updates, this free instrument make my work lot easier. Good work, thanks!
I have been using this IDE for a long time, and it is awesome! I just have one bug/request to say. When you are accessing a certain item in an array, intellisense doesn't pick up on the members and methods of the class of the item.
var array<myclass> myarray;
myarray[0]. (and after the dot, nothing comes up).
Hello Guys!
I have just launched my Kickstarter project to gather funds to develop Unreal Script IDE 2012 (which is no fee license and open source project). Now I am looking for supporters and backers for the project. Thanks for support the IDE.
more information about Kickstarter Project - Unreal Script IDE 2012 here - http://www.kickstarter.com/projects/845617589/unreal-script-ide-2012
website for Unreal Script IDE http://uside.codeplex.com
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Hi Guys
I just want to inform that the project has been removed from CodePlex.com on request of Epic Games, Inc with grounds of infringing intellectual property.
Thank you very much for all your support and best wishes.
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
Well that's surprising! What did you infringe then?
EliotVU.com
UT2004: MutNoAutoFire / LevelConfigManager / MutBestTimes / MutCacheExtractor / MutHalloween
UT3: MutDodgeJump / MutXMasPresents
UDK: UE Explorer / Forms
UnrealScript IDE / UDK Script Debugger
http://uside.codeplex.com
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