I want Feedback from Epic about Mono for Unreal Engine

I give up, whatever… I mean even just LINQ would be enough to answer your questions and there are literally hundreds of that HAD BEEN WRITTEN in previous posts and some are even written in the 2 links that I gave you.
What you just did was picking up the sentence that you wanted ignoring the rest while I get to be called “fanboy” and stuff like “if u like C# go back to unity” proving once more than you have no idea on what you are talking about, or saying something like “why not any other language LIKE LUA”…

is beyond pointless.

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Does that mean F# is faster than C++? No. What it means is the person behind the F# keyboard (Jon) is better than me. I have no doubt about that.
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It’s like putting my grandfather into Mercedes SLR-McLaren and putting Schumacher into Renault Clio and saying
“LOOK YOUR GRANDFATHER HAS JUST LOST THE RACE, YOU CANT CLAIM THAT MERCEDES-SLR MCLAREN IS FASTER THAN RENAULT CLIO”
Yeah I cant claim really, hahaha.
I just cant claim you will win the race with Mercedes SLR-McLaren and I can perfectly claim it is a faster car.
These are just different stuff, and is the definition of manipulation on human mind with arguments like that.

Quoting myself:

[=;208682]
What you just did was picking up the sentence that you wanted ignoring the rest
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Does that mean C++ is faster than F#? No. What it means is our systems are a mature product that has been developed by experts in the field (at great cost) over several years.
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10 rows below, TEN ROWS! really…

[=;208682]
I give up, whatever… I mean even just LINQ would be enough to answer your questions and there are literally hundreds of that HAD BEEN WRITTEN in previous posts and some are even written in the 2 links that I gave you.
What you just did was picking up the sentence that you wanted ignoring the rest while I get to be called “fanboy” and stuff like “if u like C# go back to unity” proving once more than you have no idea on what you are talking about, or saying something like “why not any other language LIKE LUA”…

is beyond pointless.
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Because you act like a fanboy, you seem to not stand fact that UE4 don’t have C# like it can’t exist without it, you even proposing removal of other scripting solutions which actually increse accessibility for no reason (some other guy proposed removal of C++ which is even more nonsense) and you not want to even hear about other solutions, because C# is only true way to go for you or else somebody doing grave mistake.

Technically you can implement any scripting solution to UE4, so there really not to bring C# and considering large demands somebody will do it, one way or another, in fact there is already few project on work. Also UE4 plug-in business is not even fire up yet as there no set way to distribute them, so first that need to be done. Epic didn’t released the source of the engine for cheap just for you to look at it, they don’t do plug-in system just for themselves, they make it to be extendable as people want.

Why not pick freedom of choice instead of C# monopol?

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Technically you can implement any scripting solution to UE4, so there really not to bring C# and considering large demands somebody will do it, one way or another, in fact there is already few project on work. Also UE4 plug-in business is not even fire up yet as there no set way to distribute them, so first that need to be done. Epic didn’t released the source of the engine for cheap just for you to look at it, they don’t do plug-in system just for themselves, they make it to be extendable as people want.

Why not pick freedom of choice instead of C# monopol?
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Up for it, infact I propose a partership with .

btw, never said that I couldn’t live without C#, I simply wanted to provide a feedback on the matter being section called “feedback”, everything that was needed was “we taken it into consideration, we are not doing it”. that’s , instead I read sort of reply stating that C# is pointless from people who don’t know a thing. that’s .

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“The only one advantage of C# over C++ is easier grammer, that is it, that is , nothing more.”
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You obviously haven’t seen what productivity gains you can get from the Visual / Resharper combo.

Take a look at the other video’s in the playlist as well

is a great example and note that it is a lot slower because he is teaching you. Its tools like resharper and many other VS extensions that are aimed at C# that make it a lot more appealing to work with.
Tools like help you to learn, maintain and improve the quality of your code. is where C++ is currently lacking. In the end a programming language is a tool and a good tool should help you perform a job better, more efficiently and faster.

For example the macros you need to add to expose a property in C++ to blueprints has very poor support to discover the options you can use with it. Configuration is done basically with strings. In C# and in particular the Mono implementation these are done using c# attributes. Because tools like intellisence in visual and resharper know how to understand these i can pretty well guess what i am looking for based on the feedback and suggestions it provides. No issues caused by typo’s in your strings either.

i’m hoping for is Epic partners with to help them bring Mono for UE to a full product. Both gain from . Epic gains by expanding its market reach and by gaining customers.

@anonymous_user_b5a3220c

Reshaper, VAX, Intelisense, do same thing. VAX and standard VS intelisense works just fine for C++ too.

I doubt will be any C# bindings to UE4 anytime soon. Some peoples have a passion doing useless things, like doing bindings for complex C++ just to write in C#. Hmm…

I prefer Epic do stuff on engine instead losing to write bindings or tailor the engine because of C#. If at any point in , Epic will decide to drop C++ for anything else, everybody will fallow them, because they will have solid reason for that. Until then, C++ is here to stay. Is not Epic job to do stuff for C# just because some users can’t live with out it.

thread is only focused on how good is C#… should be closed.

[=TDoro;210589]
@anonymous_user_b5a3220c

Reshaper, VAX, Intelisense, do same thing. VAX and standard VS intelisense works just fine for C++ too.

I doubt will be any C# bindings to UE4 anytime soon. Some peoples have a passion doing useless things, like doing bindings for complex C++ just to write in C#. Hmm…

I prefer Epic do stuff on engine instead losing to write bindings or tailor the engine because of C#. If at any point in , Epic will decide to drop C++ for anything else, everybody will fallow them, because they will have solid reason for that. Until then, C++ is here to stay. Is not Epic job to do stuff for C# just because some users can’t live with out it.

thread is only focused on how good is C#… should be closed.
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Actully it might be easier as UE4 got reflection system, it’s self aware of what functions and varables it has, so there possibility of making more dynamic binding by using it and at least have access to functions that you already have access in blueprint. And it’s not just C# but it possible for any scripting solution. If i’m not mistaken there scripting plugin example that use it.

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You obviously haven’t seen what productivity gains you can get from the Visual / Resharper combo.

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Take a look at the other video’s in the playlist as well

is a great example and note that it is a lot slower because he is teaching you. Its tools like resharper and many other VS extensions that are aimed at C# that make it a lot more appealing to work with.
Tools like help you to learn, maintain and improve the quality of your code. is where C++ is currently lacking. In the end a programming language is a tool and a good tool should help you perform a job better, more efficiently and faster.
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You are aware that there also productivity VS expansions for C++ too?

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You are aware that there also productivity VS expansions for C++ too?
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Yes but from what i have experienced so for they are not as good as when you get with C# / VS / Resharper combo. In an earlier post i mentioned resharper is making a C++ version so that should help a lot. But using there beta thing are still clunky and slow. And it doesn’t really solve the magic string issues of macro’s.

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Yes but from what i have experienced so for they are not as good as when you get with C# / VS / Resharper combo. In an earlier post i mentioned resharper is making a C++ version so that should help a lot. But using there beta thing are still clunky and slow. And it doesn’t really solve the magic string issues of macro’s.
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I recently made the move from Unity to Unreal Engine. I had been using Unity and C# since 2009, and I liked it alot. I had never touched C# prior to 2009, and so I only had about 5 years of experience with it. Was C# perfect, was Mono under Unity perfect? No, not at , but what language is? I hadn’t touched C++ in over 7+ years ( and even then I wasn’t a C++ veteran ), and yet I took the dive during Christmas vacation, and was able to get right back up to speed with C++.

The most difficult part of the Unreal C++ process was just getting used to the Unreal API. I would suggest code examples inside the C++ Unreal API Documentation. Unity’s documentation had greatly improved once they included example code in the API Documentation.

I was comfortable with C#, yet I grew unhappy with the slow, closed door development cycle Unity is following, having to pay a $1800 upgrade fee for what is really a fairly medium update ( 5.0 ). I knew that part of the move to Unreal was having to get back onto the C++ horse, one that I had only barely learned to ride 7+ years ago. Yet it was the transparent development practices of Epic, the amazing additions since March 2014, and the fact that Epic actually makes games with their own engine aka “Eats their own Dog Food” that made the choice of switching from Unity to Unreal Engine worth having to relearn C++ worth it.

If someone makes a C# scripting plugin for Unreal Engine, great, go ahead and use it, support it. In the meanwhile, Epic has been VERY clear about why they wouldn’t be doing the work themselves, and I for one applaud their choice. I’d rather Epic remain focused on the core development of the engine, adding features that add to the whole, not increase their development and support load beyond what C++ and Blueprints already does.

For those in the thread that are supporters of C#, I’d say, give C++ a , it is worth it. I was a lover of Code Rush, a VERY similar produce to ReSharper, I found out about VAX - Visual Assist X for C++ by Whole Tomato Software, and it was everything that Code Rush / ReShaper was for C#. I basically can’t live without it, and it was much cheaper then Code Rush to boot :wink:

Thanks @Card and Dungeon, I’m developing with C++ for nearly 20 years and never used VAX, but I have to say I love it!

For what it’s worth, as an employer who looks at several dozen applications per month (I know, not a lot), I would never hire someone without C++ knowledge and I see every single person whining about “Why doesn’t UE support X” as extremely lazy and unwilling / unable to learn new things. is exact anti thesis of a programmer.

Edit: Ah dammit, didn’t see the thread age, sorry about the necro.

Guys shhhh, it was dying away gracefully :stuck_out_tongue:

Ok, I am going to get bashed for .

May I suggest creating an byte code language for Unreal Engine so, people can write frontend language (C++, C#) atop LLVM to compile it to Unreal Engine ByteCode :stuck_out_tongue:

I would kill for UE4 with C# + .net along with a simple, component-based system. That’s the reason I plan to switch back to Unity after project and 8 months with UE4. It just doesn’t work out for me with Blueprint-only and C++ is simply no option for me. I really love many things in Unreal but the lack of a modern, text-based scripting language with a working ecosystem was always the elephant in the room.

*** NECRO SCOLDING :slight_smile: ***

Honestly guys,

discussion should be over by now.
Not constructive at , just flames based on biased opinions.
Sweeney TOLD quite literally to “bite the bullet”, so do it or get left behind.

[= Sweeney;194593]
's C# integration is promising and follows a technically well thought-out design, however is a fairly complicated topic.
Therefore, my recommendation for developers who want to use UE4 but prefer C# over C++ is to bite the bullet and give C++ a thorough . of us at Epic clearly see the many ways that programming in C# is more enjoyable than C++, from header-free source code to generics to rediced boilerplate code. However, C++ is a language that scales upward without limit, and the experience of whole-program debugging (engine and game together) is incredibly illuminating, as are the power and visibility that come from having the full C++ source and ability to call into any part of it.
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If you really want to see mono integrated you should write to , not Epic, as they are more than able to port mono by themselves, the UE source is out there for anyone.
C’mon, even the guys at SookumScript did it, and btw I would very much prefer to work with a language like that, very game-centric.

So, remember, IT WILL NOT HAPPEN, so let’s just redirect creativity into other threads.

I know. That’s why I have to take the consequences. Just wanted to give as feedback, nothing more.

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So, remember, IT WILL NOT HAPPEN, so let’s just redirect creativity into other threads.
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The community is growing each day bringing new talents, perhaps will bring some people making C#wrappers to use with VS 2013.

Even though I like C# in Unity and am having a hard with C++ myself, I’d still rather see Epic not waste any on . Improving Edtor stabilty should be their top priority. During the Game Jam weekend, I wasnt able to move any files arround the editor, or deleting stuff, without the editor crashing. It worked better, when I disabled Source Code Integration, but still not 100% fine. People just need to learn to embrace Blueprints, We made our Jam Game entirely with BP and it worked out pretty great!

Hi there again,

is now fully open source, any updates ?