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

Just to throw my little 2 cents here.

I started out with C# in Unity, and honestly I can’t believe how C#-like is UE’s C++. You guys do know that you don’t really need to use pointers on everything and everywhere? For game logic anyway. Passing by reference is sufficient 99% of the time. Unless you want to go hardcore and edit engine source, I really don’t see how C++ is different from C# except a few minor differences, though I do admit it’s a little bit messier.

BP is essentially visual C#. In fact BP is better than PlayMaker, so there’s another reason not to dump man-hours into a C# wrapper.

On the other hand, I really think F# will be quite the addition to UE4, and if they go for it that pretty much means C# support as a byproduct.

So either way, if you need C# badly, that either means you’re writing stuff in C++ that looks messier than the same thing in BP, or cramming all the logic in 1 BP and can’t be bothered with C++. I mean, after reading all the posts in the topic, I get the feeling that everyone who genuinely want C# basically see it as a glorified drawer where the code looks neater, which is a good point, but seems kind of overkill.

Ultimately though, I think the more tools we have to work with, the better it is. But I don’t think it should be at the top of the agenda here…I mean come on guys, judging from the current state of the documentation, I doubt that another section for C# is gonna make it better. Maybe I’m just an idiot but seriously there are times that I have no idea what a certain function is doing. As in, there’s 3 words explaining it. So I think at this point in time, C# would make things even more confusing. My vote (which is insignificant) would be to consider C# after the VR rage has passed and after the docs are updated.