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Known limits

What Rusteal does not do yet, and what to do meanwhile.

Platforms

Not yetMeanwhile
Android and iOS builds (being actively worked on)Run and test the game in the editor on Linux or Windows, touch controls included; the ar template runs there without an AR session.
Console builds (being actively worked on)Linux and Windows builds.

Classes

Not yetMeanwhile
TMap and TSet propertiesTwo UeArrays side by side, or a Rust-only HashMap.
String, arrays and FName as #[ufunction] parametersA property the caller sets before the call.
Network replication (Replicated, RPCs)Single player and local multiplayer.
Implementing a C++-only interfaceInterfaces whose functions Blueprints can implement.

Hot reload

Not yetMeanwhile
Reloading a changed #[ustruct]Restart the editor.
Replacing a changed class or interface outside the editor (-game)Restart the game.
Keeping Rust-only fields across a reloadKeep what must survive in #[uproperty] fields.

Delegates

Not yetMeanwhile
Binding C++-only engine delegates (UPathFollowingComponent::OnRequestFinished)A Blueprint-exposed delegate raised for the same event (AIController::ReceiveMoveCompleted).

Plugins

Not yetMeanwhile
A runtime and an editor library in one pluginTwo plugins, Name and NameEditor.
The game using a plugin’s Rust typesDynamic calls, interfaces, subsystems found by class.
Slate UI, details customizations, asset editors, importers, Blueprint nodesEditor Utility Widgets in Blueprint calling Rust functions.

Bindings

Not yetMeanwhile
Functions the engine reflects but does not exportThey are in the blocklist of rusteal.toml; use the Blueprint-callable alternative or a dynamic call.
Modules the project does not listAdd them to rusteal.toml and run rusteal build --all.

Platforms

PlatformStatus
Linux (x64)Supported
Windows (x64)Supported
macOSNot tested yet