What Rusteal does not do yet, and what to do meanwhile.
| Not yet | Meanwhile |
| 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. |
| Not yet | Meanwhile |
TMap and TSet properties | Two UeArrays side by side, or a Rust-only HashMap. |
String, arrays and FName as #[ufunction] parameters | A property the caller sets before the call. |
Network replication (Replicated, RPCs) | Single player and local multiplayer. |
| Implementing a C++-only interface | Interfaces whose functions Blueprints can implement. |
| Not yet | Meanwhile |
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 reload | Keep what must survive in #[uproperty] fields. |
| Not yet | Meanwhile |
Binding C++-only engine delegates (UPathFollowingComponent::OnRequestFinished) | A Blueprint-exposed delegate raised for the same event (AIController::ReceiveMoveCompleted). |
| Not yet | Meanwhile |
| A runtime and an editor library in one plugin | Two plugins, Name and NameEditor. |
| The game using a plugin’s Rust types | Dynamic calls, interfaces, subsystems found by class. |
| Slate UI, details customizations, asset editors, importers, Blueprint nodes | Editor Utility Widgets in Blueprint calling Rust functions. |
| Not yet | Meanwhile |
| Functions the engine reflects but does not export | They are in the blocklist of rusteal.toml; use the Blueprint-callable alternative or a dynamic call. |
| Modules the project does not list | Add them to rusteal.toml and run rusteal build --all. |
| Platform | Status |
| Linux (x64) | Supported |
| Windows (x64) | Supported |
| macOS | Not tested yet |