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Mono C# Bindings for Unreal 4

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    Mono C# Bindings for Unreal 4

    Hi,

    With the fantastic news on the full source code release of Unreal 4 I'm sure more than a few of you are thinking about whether it might be worth to start working on C# bindings for the code. I thought I might kick off a thread here with this focus and to see if anyone is interested in starting a open working group on developing a Mono C# interface for U4.

    #2
    Yep, I'm thinking about it and could join forces with anyone who's also willing to do so. It would be great to have both engine and editor bindings

    Comment


      #3
      +1 I am in.

      Comment


        #4
        I would love to see this!

        I only have a year of C++ and 6 years of C#. So If I could get C# in Unreal 4... that would speed up my productivity by god knows how much!

        Comment


          #5
          Originally posted by MoHoe
          If I was as smart as you guys I would join in.

          Go for it guys!! it's worth it. Many people would love to use C# including myself.

          mono vs .net? which one and reasons why please?
          mono is multiplatform. .NET is windows locked.
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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            #6
            Unreal is multiplatform so if anything Mono should only considiration
            =========
            My Tutorials:
            Basic knowledge about Classes and UObject environment and stuff like that

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              #7
              You're going to have the same LGPL licensing problems that Unity has to deal with, at least on iOS and any other platform which requires static linking.

              Take a look at SWIG, which lets you generate bindings for a variety of languages, C#/Mono included, without having to write much language-specific code. Lua and Python are nice targets which don't have the same licensing baggage.

              Comment


                #8
                When development starts up count me in. Hopefully my efforts with JS using V8 will be of use to you and we can collaborate to create something amazing.

                The only noteworthy thing you should all keep in mind is that the GPL and LGPL are unacceptable licenses when working within UE4.

                What modifications can I make to the source code?
                You can extend it, modify it, fork it, or integrate it with other software or libraries, with one exception: You can’t combine the Unreal Engine code with code covered by a “Copyleft” license agreement which would directly or indirectly require the Unreal Engine to be governed by terms other than the EULA. For example:

                Software licensed under the GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License is Copyleft Code.
                Software licensed under the BSD License, MIT License, Microsoft Public License, or Apache License is not Copyleft Code.
                I have also thrown the great majority of the UE4 Static Linking tutorial up on the wiki.
                Last edited by Bob_Gneu; 03-21-2014, 02:21 PM.
                About Me | JavaScript and UE4 | Exodus | Code Notes

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                  #9
                  Can't we get around the licensing problem by just making a plugin?

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                    #10
                    Muy buena la idea!!!

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                      #11
                      I think it's a very good idea. The same is also existing for other engines and it is very popular.

                      Comment


                        #12
                        I'm also in for getting this working.

                        I'll probably have a proof of concept this weekend.

                        Comment


                          #13
                          Originally posted by Bob_Gneu View Post
                          When development starts up count me in. Hopefully my efforts with JS using V8 will be of use to you and we can collaborate to create something amazing.

                          The only noteworthy thing you should all keep in mind is that the GPL and LGPL are unacceptable licenses when working within UE4.



                          I have also thrown the great majority of the UE4 Static Linking tutorial up on the wiki.
                          Well then it means to be dynamically linked, if Unity managed to do that without being infected by GPL (this licence is designed to spread ), UE might do that too.
                          =========
                          My Tutorials:
                          Basic knowledge about Classes and UObject environment and stuff like that

                          Comment


                            #14
                            Count me in also if you need help.. I tend to do a ton of pinvokes and unmanaged exports to c from c#

                            Comment


                              #15
                              I'm also quite interested in C# support on UE4 but Mono licenses are lackustre.

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