Is it possible to call a managed .NET dll from UE4 C++ project?

This topic seems like don’t have final answer sammeek4 was right. It’s possible to use C# dll with ue4 without using COM or anything like that.Here you’ve got how to create managed dll with unmanaged export (so u can use it without .net virtual machine). Later u got to paste dll to the project folder. Don’t forget to add dll info in your Build.cs file [ i got something like this PublicDelayLoadDLLs.Add("UnmanagedFrameworkDll.dll"); ]
After completing this I put following code in my BlueprintFunctionLibrary.cpp

void *v_csdllHandle;

typedef int(*_MyCsDllLibraryFunction)();

_MyCsDllLibraryFunction m_myCsDllLibraryFunctionHandle;

bool UMyDllBlueprintFunctionLibrary::importCsDLL(FString folder, FString name)//same as no c# version. only the handle changed
{
	FString filePath = *FPaths::ProjectPluginsDir() + folder + "/" + name;

	if (FPaths::FileExists(filePath))
	{
		v_csdllHandle = FPlatformProcess::GetDllHandle(*filePath); // Retrieve the DLL.
		if (v_csdllHandle != NULL)
		{
			return true;
		}
	}
	return false;	// Return an error.
}


bool UMyDllBlueprintFunctionLibrary::LoadMyCSharpDLLFuntion()
{
	if (v_csdllHandle != NULL)
	{
		m_myCsDllLibraryFunctionHandle = NULL;
		//now u need to pass the exact name of the dll function
		FString procName = "UnmanagedFunction";
		m_myCsDllLibraryFunctionHandle = (_MyCsDllLibraryFunction)FPlatformProcess::GetDllExport(v_csdllHandle, *procName);
		if (m_myCsDllLibraryFunctionHandle != NULL)
		{
			return true;
		}
	}
	return false;
}


int UMyDllBlueprintFunctionLibrary::CallMyCSharpDLLFuntion()
{
	return m_myCsDllLibraryFunctionHandle();
}