Mono relicensed under MIT - C# for UE4 can come back?

I agree. And I keep thinking about Blueprints. Because the funny part about Blueprints is that they are actually managed code. Just not written in text based source, but node based graphs. So the engine is already designed around a “node based C#”. I guess UE4 is using something similar I saw in .Net CodeDOM. Which allows a program to generate code and even compile it.

I’m yet to learn all limitation of Blueprints. I do know for a fact that nodes can run quite soon into the problem that they are node based and not text based. So, do even we really need a C#/F# wrapped around the entire engine? Why not allow C#, or any managed programming language like F#, to pose as a Blueprint by compiling its source into the Blueprint pipeline? Yes, this would somewhat limit the C# code. I just can’t tell if that would even matter in the end.

By the way, I keep mentioning F# not only because Xamarin did that, too. But because F# with its stark reduction of “code noise” reminds me of Skookum script. And that code noise reduction is kind cool. I saw some impressive comparison with F# vs C#, and it just amazing how a simple code with F# was like 5 times less to write compared to even C#. 0.o

And F# and C# like each other, M$ says…