Hi, Martin,
Not really, it does not need to be a game, it can be anything using UE.
Thanks,
Hi, Martin,
Not really, it does not need to be a game, it can be anything using UE.
Thanks,
You have no idea how slow mono is compared to microsoft .net espacilly in cases that matter for us, like large collections and processing these.
I would be happy to see C# in UE4… but i doubt anyone is going trough all this for free. Important is that performance stays the same or better sayed no one should see in the first look this is done via C# because its feels slow.
PS: C# Dev’s will learn C++/11 before a proper Plug-In for UE4 come out
I really hope this doesn’t bleed back to the Epic branch
I really hope it does!
If it did support Mono then some of our previous work would carry over. However, we made heavy use of ScriptableObjects and not sure how that would play out. Anyway, we moved to SO’s because we couldn’t use normal class inheritance, instantiation, or something similar. Can’t remember the details now. . .but it was a major annoyance.
Sure use C#, provided it’s officially supported by Microsoft, which I state for two important reasons: the engine needs to be developed and maintained by talented people; and people maintaining it need to get paid. Otherwise you get Mono, with Xamarin.
It is my opinion, and I can be wrong about this, Epic can afford to release the UE software due to other revenue streams. One of two things could be happening: Epic is dumping the code because internally they have something much better they are about to turn to, or, they’ve become so successful with their tool that there’s really little harm in sharing it with others. And it’s an added bonus to have additional eyes reviewing what’s been done, and improving upon it.
Again, outside the hobbyist, it’s very tough making a living with tools that aren’t mainstream, updated regularly with the latest technologies. With real-time ray tracing quickly approaching I have more confidence in professional teams (academia, and commercial) than the hobbyist teams. 2 cents.
Mono binding and licensing
We are very happy to see the growing excitement of using C# with Unreal Engine. Like said, it can be a little cumbersome to embed Mono on a C++ engine, and also note you will need a commercial license to the Mono runtime to redistribute Mono in most-non trivial uses in a game.
In particular, you will need a commercial license for distributions on any DRM-powered platforms or Application Stores, since it is not possible to both comply with the terms on the stores/DRM systems and the requirements of the GNU LGPL.
It also conflicts with the Unreal EULA: Game-Engine-Technologie von Unreal - Unreal Engine
The good news is that we are happy to work with interested parties, both in regards to the technical challenges of embedding Mono, as well as for obtaining a commercial license. For more information, feel free to contact me at
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 , can i get a license ? I am using ue 4.4 right now to make a game, and i am actually a c# unity developer. So may i know the steps on getting the license ?
Where is this at right now for development?
Yes. I would also like an update, if there is one.
Expect it in November according to the following comment on the video -
“we are still working on this and we believe to have it accessible to the public in November.” - Christian Lönnholm
Are there any plans for releasing a guide/tutorial for migrating Unity C# projects over to UE4, it seems there will be a growing demand for this as Unity developers switch to Unreal (myself being one of them).
No matter how good they make the code editor in UnrealEd, they need to have it integrate into Visual Studio or MonoDevelop in the same way Unity does. Being able to add references to .NET/Mono libraries and even NuGet packages would also be valuable.
Unity’s memory issues are a result of an archaic mono GC. You cannot necessarily point to Unity’s performance with GC and generalize it to all of .Net and mono applications.
What is the Status of the UE4 / C# Product
It is now December… What is the current status… Where can it be download/purchased from?
So can we use Mono Unreal Engine in our game or not?
So can we use mono or not?
The Mono Unreal Engine web site ships source code to mod the engine (4.4) using mono. If we cant use mono, why is there even an mono unreal engine project that says if you want to distribute your game, you need to the Xamarin Commercial Products:
Xamarin.Ios
Xamarin.Mac
Xamarin.Android
Business Editions (Especially to use mtouch from command line… also has details in the license.rtf about what libraries you can link with like libmonosgen) and what edition you need… Stater sucks… bite the bullet and get the Business Editions
I have all three Xamarin Business Commercial Products (Will costs a small fortune… just kidding, although not that cheap 1000 bucks for each platform each year for the subscription, but i am a .NET Enterprise Application developer by trade… i need those tool to make enterprise apps… gotta make money somehow)… So Xamarin Studio and Xamarin API’s have been a part of my personal Development Toolchain for years.
So to be able to use that (and all my PCL async httpclient client to easily talk to my game server ASP.NET hosting application i have developed for my game would be awesome!!!)
A Definite YES or NO would be appreciated before i spend months or years developing my game code in .net and can never ship
Hey everyone,
So yesterday I asked the head guy over at much different how long it will be til we get C# in unreal 4.
His reply: “Super Soon”
https://plus.google.com/u/0/112331437607481686388/posts
My guess is we get some sort of official announcement at GDC.
It’s exciting to see this happening but I still question mono being the best candidate for the binding considering all of the changes Microsoft has put in motion with the official .NET framework. The licensing issues of the past with .NET are no more
I might be mistaken but you are not able to deploy to Android and iOS with .net 2015.
If some one could enlighten me please do
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]
Having a wrapper like this would make my “job” (hobby) so much freaking easier, especially seeing how I will be attempting to integrate speech recognition into the engine. I’ll check out the link (I don’t want one of the free copies, since I do not know if I’ll be going into production, and would like a production-ready dev to get a copy).