What are the Scripting Laguages Supported by UDK ?
and thanks
What are the Scripting Laguages Supported by UDK ?
and thanks
Last edited by Crusha K. Rool; 05-04-2012 at 01:43 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.
only unreal script ? no C#? No C++ ?
No, if you want C++ you need a full licence, and anyway even if you have that full licence you would still need to use unrealscript for gameplay anyway.
The only advantage is that you could make it "bind" to native code, but unrealscript would still be used,
In darkness born, to light devoted.
Code:/** What the f*ck per minute - KPI for source readability, How the hell per second - KPI for code functionality */ var int _iWtfPMin, _iHthPSec; if( _iWtfPMin > _iHthPSec ) { Developer(CodeOwner).SetOnFire( Napalm, noDelay ); }
C++ support if you really want it.
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