Mono C# Bindings for Unreal 4

Can you be more specific? I don’t want to trawl through hours of video to find some “stuff” that you are talking about.

And what makes you think that this system has manual memory management?

Seems to be getting rather hostile in here.

Some people want it, some people don’t. They’ve been shown the cons and have their own pros, so don’t bite their heads off for wanting to use C#. Personally, I’m happy using Blueprint now as apposed to coding, it’s a nice change of scenery. And yes, I’m a C# user :wink:

Just to kind of chime in with respect to the whole “C# will be slow” FUD: .NET/Mono in general is going to be less performant than C++, but for reasons of scripting typically you don’t actually care about the performance impact so long as you’re not doing anything that’s particularly intensive (like physics simulations). You’re typically not going to be pushing it hard enough that the VM’s JIT will harm performance in a way that you will actually notice.

Besides, if you really want to complain about performance of scripting systems, let’s all think back to the days of UnrealScript or even interpreted scripting languages! Ah, those were the good ole’ days.

Indeed. Please take all further C# performance discussion to another thread as it is not constructive at all here.
Thank you.

count the seconds to see something done

Hey - Just curious will this be similar to coding inside unity3D? I am not trying to compare engines. I am trying to get someone to port a plugin from the Unity3D Asset store to Unreal 4. Basically a traffic simulator asset.

Will you guys be charging for the C# Bindings/Script Editor as well?

Any response is appreciated :slight_smile:

That looks really promissing, my question is:

Will there be any form of Intellisense / code completion in the plugin and how quick would it respond?
I’m asking because my experience with the intellisense of Visual Studio 2013 with UE4 is totally unacceptable, refering to my other thread here:
https://forums.unrealengine.com/showthread.php?2355-Visual-Studio-2013-Intellisense-is-REALLY-slow&p=13905&posted=1#post13905

It’s not hard to parse, but .NET system (not only C#. C# it just one way of using .NET) have functions etc. indexed a lot better when C++ has ton of header files that need to be reparse all the time

You got a point, why not C++/CLI?

If you’re going for C++/CLI, you’re going for roughly the same process of wrapping things anyways. On top of that, Mono doesn’t have a C++/CLI compiler.

I’m aware that mono doesn’t compile such an ugly language, was just following the other guys question.

Hey, Just thought I would share this - Microsoft has / going to open source it C# compiler and some of its .NET technologies :slight_smile:

Hi, everyone on this thread,

I am the founder of xInterop Software and the author of xInterop NGen++, a C# wrapper generator C++ DLL at http://www.xinterop.com, you may want to take a look at how it can do for you.

We would like to give out 5 copy of xInterop NGen++ Standard version with distribution licenses for free. What we expect from you is a free DEMO copy of your final game software for us to demonstrate how you use xInterop NGen++, that is all.

If you are interested in using C# with Unreal, and would like to write C# on top of Unreal C++, Please contact me for the free license. You can also express your interest in this thread.

Thanks,

Hi, everyone on this thread,

I am the founder of xInterop Software and the author of xInterop NGen++, a C# wrapper generator C++ DLL at http://www.xinterop.com, you may want to take a look at how it can do for you.

We would like to give out 5 copy of xInterop NGen++ Standard version with distribution licenses for free. What we expect from you is a free DEMO copy of your final game software for us to demonstrate how you use xInterop NGen++, that is all.

If you are interested in using C# with Unreal, and would like to write C# on top of Unreal C++, Please contact me for the free license. You can also express your interest in this thread.

Thanks,

[/QUOTE]

Why attach it to a game? What if a team of dev’s(not tied to a studio/game/project) wants to make C# bindings for UE4 available for everyone?

Quastion is if somebody will produce something diffrent and multiplatform out of it (if thats even possible) and with more suitable licence, Mono is the one will benefit out of this the most

Hi, everyone on this thread,

I am the founder of xInterop Software and the author of xInterop NGen++, a C# wrapper generator C++ DLL at http://www.xinterop.com, you may want to take a look at how it can do for you.

We would like to give out 5 copy of xInterop NGen++ Standard version with distribution licenses for free. What we expect from you is a free DEMO copy of your final game software for us to demonstrate how you use xInterop NGen++, that is all.

If you are interested in using C# with Unreal, and would like to write C# on top of Unreal C++, Please contact me for the free license. You can also express your interest in this thread.

Thanks,

[/QUOTE]

Hey . Nice to see you on this thread. Thanks again for the software evaluation a few months ago. The main issue with this approach with UE4 though is that I don’t believe PINVOKES are the best approach for UE4/Mono support.

The Mono Runtime offers some pretty awesome embedding capabilities that allow you to effectively create a PINVOKE’LESS script binding using the low-level Mono embedding API. This is our approach with our Plugin which provides access to the powerful embedding API in Mono to UE4.

Hey guys I’ve been silently monitoring this thread in the background. I wish you guys good luck.

So any further news on this?

Hey guys, I just wanted to let you know that we’ve been working on making it easier for people to add their own scripting integrations. More info can be found >here<.

Hi, ,

Good to see you here too, I did not know your C++ Library is for UE. Just went back to find the class names you sent to me, ha, you were actually trying to wrap the UE engine module. It should have worked for you if you had kept consulting me. We have been able to wrap so many complicated C++ libraries without issues. We currently don’t support mono though, only windows .NET.

FYI, mono/xamarin uses P/Invoke to wrap C++ DLLs as well.

Best wish to the launch of your software.

Regards,

http://www.xinterop.com