My first Unreal Script Editor
Description:
Unreal X-Editor is my new editor for creating/editing Unreal Script files. Unreal X-Editor is packed with rich features that makes Unreal Scripting easier for both beginners and experts. Listed are the features of Unreal X-Editor.
Features:
- Class Tree Viewer
- Autocomplete
- Declaration Autocomplete
- Code Folding
- C# Style Commenting
- Syntax Highlighting
- Line Numbers
- Auto Indent
- Basic Preset Scripts
- Run UDK Editor from Unreal X-Editor
- Run UDK Game from Unreal X-Editor
- Compile/Full Compile Scripts from Unreal X-Editor
- 8 Skins to change the Look And Feel of Unreal X-Editor
Unreal X-Editor is free for Commercial and Non-Commercial use. If you like this app, please Donate to help keep this project alive.
New VS2010 Skin:
Visit
Unreal X-Editor BlogTo run No-Ribbon Version, please refer to the Help file that comes with Unreal X-Editor
NOTE:
Unreal X-Editor requires .NET Framework 3.5 or higher to workPlease post your bugs/suggestions/feedback here.
Replies
seems all of those could be configured to do the same, and be more custmizable.
I'll give you some feedback after trying this out.
Is it really possible to get autocomplete to work with uscript in notepad++ or vim?
Even the visual studio solution is lacking a bit here as it can't autocomplete in all cases.
Personally, a full featured soltuion for Eclipse would be my first choice (We use this at work so it's mostly about what I am used to). Even considered making one my self but it would be yet another project in the big pile that never seem to get finished.
Class Tree Viewer has been added....Please test it out and share your feedback.
Am not sure about adding autocomplete in Notepad++ or Vim...
Wow that was fast .
While the tree view you added is useful and faster than fetching files externally, what I was thinking of was an inheritance tree. I would call the current view a package view and make both available as tabs. Edit: The actor browser in unrealed is a good example of what I mean.
Seems something is broken for me as the text editor is giving me a lot of spaces between each keyword and some characters are missing. It worked great for my brother yesterday though. I tried switching skins while going through the options which my brother didn't do so maybe that's what triggered it. Let me know if you want a screen shot of what it looks like.
Due to this bug I didn't get to test it so much yet. we tried the auto-complete some yesterday on my bothers PC though. We only managed to get it to auto-complete functions. Not sure if it is a limitation so far or a bug but I would like to at least auto-complete local and member variables as well.
Some way to rigger it without typing anything as well would be great like ctrl+space in visual studio.
The question about notepad++ and vim was more directed at passerby. While visual studio and wotgreal are more powerful than unreal-x in it's current form I haven't found any working solutions for notepad++ or vim. Sure you can quiet easily get some syntax highlighting but I haven't seen any solutions to code completion or class trees of uscript.
Can you please provide a screenshot.
-rightclick->go to definition/decleration on parent class/functions/vars would be nice.
-opening multiple files and being able to dock/move them around etc.
-autocomplete like feature would be good too.
-a tool to view all available variables from current class(plus the whole hierarchy perhaps?)
-I had more, but I forgot to write them down. It looks useful, keep up the good work.
-opening multiple files and being able to dock/move them around etc.
That one is a huge deal-breaker for me.
Other than that, your UScript editor is great! It pretty much has everything I need to script all my classes. Keep up the good work! =]
Oh, and a Polycount Skin would be a cool thing to add =P
Dock Panels are available:
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Detail Log Panel Docked to Left Side (NOTE: Compile Output will now show on Output Panel):
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Again i rearranged the docks:
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Dock Autohide:
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Tab Pages:
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Startup Page (Can navigate to UDK Forums):
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NOTE: Non-Ribbon version is only available via commandline
Perhaps this can help you: http://code.google.com/p/unreal-debugger/
can you add an option to run the game from x-editor with -log enabled?
Done that. This will be available in v2.0
Click Here or see first post