I agree with you totally there but I find it a very easy (Read productive) language to use, Even without mscorelib.dll etc. Is it possible to write an interpreter for C#'s syntax which would work only within the context of my game/The Unreal Engine then? That’s what I really want, a custom scripting language for modification etc. and the .net/CLR overhead might not be worth it for that purpose… That being said, Unrealscript worked in a virtual execution environment; I may be oversimplifying too far here but it seems to me that the real work is in recreating the virtual machine that the IL outputted from Roslyn will actually execute on (And, of course, creating the backing libraries to replace mscorelib.dll)
EDIT; Just to make this 100% clear, I don’t mean to replace C++ in terms of the main developmental effort, I realise that most, If not all of my work will still be in C++; This is more of an after-market feature for mod support
EDIT 2; And I’m not asking Epic for anything either, I just want pointers as to how I could implement such a system
Also; Another query… it seems that the Mono licencing issues will only come into play if the libraries are statically linked (TLDR Legal LGPL) So that would only be an issue on platforms such as iOS if I’m correct?