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

The languages are not that different, in fact c# is inspired from C++ and it was created as an alternative to Java. If you get the hang of it it’s not that hard, in fact it feels more powerful and I think it is more powerful then C# but the problem that hits me hardest it’s, like I said in my previews post, the time it takes to write the code not because of the complexity or because of the language, just because the tools(Visual Studio) doesn’t help you as much as it does for C# (or it’s just me)… maybe it’s because I don’t use it at work and the lack of “training”/ time spent in it is not that great comparing to C#(8 hours per day starting 2.5 years ago).

Also @ambershee, Visual Assist X it’s not a free tool and I don’t want to spend money for something that Microsoft should fix. Regarding the time I spent in c++ it’s no more then few pages of code (a game Instance class, a BaseCharacter -> Actor class, a BaseWeapon -> Actor class , a BaseBullet -> Actor class, a Character Controller class that I inherit in blueprints), but after struggling with some errors I decided to create the game entirely from blueprints and only use c++ if I need something specific or complex that would take to much time to do in blueprints… maybe after I finish I will transfer all the logic in c++ to increase performance… but I’m not there yet.

Returning to the main subject of the thread I wold love to see a C# plugin that could be used in blueprints to write your own custom things in it and then use it like a macro or a function in blueprints flow graph.