Roadmap
Unreal is a huge engine, and it is constantly changing, as the UE6 radar shows. Because of this, we prioritize the bindings and features Rusteal adds by what real projects need, and by what parity with C++ basic functionality requires.
That is why the first features Rusteal brought bindings for were those the engine’s own templates use, the ones Unreal offers when a new game is created. Epic already delivers the base boilerplate for a number of genres as part of the engine, and most projects start from it; if Rusteal wants to give its bindings the same experience, the templates have to be ported first. They are the Rusteal templates, every one of the engine’s game templates with its gameplay in Rust.
Going forward
Right now, the main guide to Rusteal’s development is Noir Blue, a first person shooter that the developers of Rusteal itself are making with it: what the game needs and Rusteal lacks is what comes next.
Consoles are planned in two phases: what can be built on desktop and in public first (the module contract, a static backend, target platforms in the CLI, the runtime’s services taken from the engine), then the bring-up with a console’s SDK. See Consoles.
What Rusteal does not cover yet, and what each gap takes, is tracked in the repository’s docs/: the third person gaps, the plugin roadmap, and, for platforms, mobile and console support, both being worked on (see Unreal Engine and Rust for the console path).