So, I got a clean implementation of C# reflection integrated to Unreal Editor. (restarted from scratch three times)
This is not as great as IntelliSense for C# in Visual Studio, because can’t manage VS Project files from this, but it’s good enough to at least peek some info and not code in the dark when typing in a CS Node:
It’s sad that reflection does not store any user comments from CS files, Visual Studio actually stores them into some XML files, so without a full MSBuild setup to manage VS Projects (which is too heavy just to type simple code in a node) comments cannot appear in reflection bubbles.
For now I’m done with this and will next weekend begin to implement actual GameFramework code in C#, but first I have to add a bridge between C# and Unreal’s Console Commands, as well as an avenue to invoke Unreal’s “Process Event” method which allows to call by name functions directly into the Blueprint’s Virtual Machine.
Will see how that goes.