Are there no possibility Unreal add support of C# programming?

I used and learned C#, unity.

Now I need to learn C++ for Unreal…

I heard C++ and C# is totally different language, nonsense they both use C alphabet for naming.

So question is…

Epic games have plan for support or add C# for Unreal scripting?

Or it will not happen forever, impossible?

Seems that it will never happen mate.

Regardless, I strongly advocate AGAINST any sort of support for C# in UE4, be it a plugin, or official support. There are simply more limitations that come with C#, and it would do nothing but divide the community in half where community help is concerned. Here is a thread to help answer your question: Why C++ for Unreal 4? - C++ Gameplay Programming - Unreal Engine Forums

yeah C# is more organized and we all love it ! no Garbage Collection and memory bullcrap better object oriented structure etc but C++ has better performance! and its the source code language you have more freedom with it , even Unity is written in C++ having C++ and the source code is considered an advantage of UE4 over unity.
you have Blueprint if you don’t want to deal with too much C++ it’s beautfully made epic did a great job i usually hate visual scripting but this once is well done and in the coming builds it will generate C++ codes as i understood so the performance will be similar to a C++ code and even now i have no performance issue with Blueprint anyway.

I don’t want to see this either … use Blueprints, if they are not powerful (although I don’t see how) enough than learn Unreal C++ …

Learning C++ by Creating Games with UE4
Beginner C++ with Unreal Engine 4

… it isn’t all too difficult if you are willing to invest some time in learning it and should you ever want to get a job in the industry, C++ is a more standardised skill.

I want to make voxel world game, so need solid algorithm only for that.

I don’t think Blueprint can do it at fundamental level.

So C++ become essential…

Have you looked at this: Cubiquity for UE4 - Voxel Terrain Plugin

Community already is diveded XD Some Build light and some only take Dynamic light… Well Dynamic is of course 10000 Times better. But there are people who dont get this post.

They are completely different languages that have very little in common. “Alphabet” doesn’t matter. Java and javascript also “use C alphabet”.
To bump into differences, you need to know both of them better (Garbage collection RAII patterns, protected inheritance, multiple inheritance, templates, macros/preprocessor, etc.)

C# is closer to java, and is severely limited in comparison to C++ (working in C# with C++ background is incredibly unpleasant).

The chances of C# support are close to zero, and you’ll need to know C++ to create it.

Engine does a lot of work to make your life easier with C++, so it’s not like you need to learn a lot of it. Pick up basic syntax, use C++ as scripting language, or use blueprints.

Oh oh! Here we go again. Been a couple of long posts that Tim Sweeney and others have chimed in on. Basically, they like C# and see how it might be easier to use, But it would take a major overhaul of the engine to implement. Not going to happen anytime soon if at all, is the sense I get.
Good Luck Dude

I’ll tell ya up front I was skeptical about this engine. I was actually thinking it was another craptastic thing of the other 900 engines on the web.

I have programmed in C++, assembly, C# and Python so this Blueprint thing was making me that skeptical. I took a few minutes to figure out a few things and OMG man this is rocking!

If you have some skill already at computer programing once you grasp this blueprinting you’ll never again want to do line by line code. I haven’t found anything yet to require any C++. Structures, Arrays, pointers, state machines, neutral networks all can be done in blueprints. Dynamic arrays of structures and structures of dynamic arrays and pointers to arrays and pointers to state machines can all be done in blueprints. It requires one thing and one thing only an that is now to program.

Lol dang, I hate that blueprints are so slow, you have to drag all of these nodes out, connect them, etc. Though unfortunately my knowledge in C++ for UE4 is nill.

There are two huge problems with blueprints and all visual programming tools:

  1. You can’t really diff them.
  2. They’re big and bulky. Something that requires 3 or 5 lines of code can easily take the whole screen. This actually makes things counterintuitive and harder to read, especially when you’re used to programming.

See attachment for blueprint example.

Here’s the same thing in pseudocode:



param = emissiveColor * ((0.025 * (1 - arg3)) + pow(mask(g, texcoord()), 10))
factor = 1 - clamp01((arg1+arg2)*3)
return lerp(0, param, factor)


Or with lisp-like syntax



(lerp 0
	(* emissiveColor 
		(+ 
			(* 0.025 (- 1 arg3))
			(pow 
				(mask :g (texcoord))
				10)))
	(- 1 (clamp01 (* 3 (+ arg1 arg2)))))


I find text program easier to read because I can see large portion of problem being solved at once.

There ARE cases where visual approach is useful, and I do see why it is appealing to non-programmers, but it is definitely not “you’ll never want to program line of code” thing. Most likely the opposite - useful in edge cases, with coding being superior in all the other situations. Still, to each his own.

We all view things through different glasses so to each their own. I build thing through flow charts since the mid 80s and to me blueprints are my flow chart. If it works and is not cumbersome then no need to add extra work just to show I did it the hard way.

In my case building blueprint is “hard work” compared to coding.
I already outlined why.

Right click a blueprint and choose Source Control > Diff Against Depot.