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

I’m on the same boat as you. I’ve got almost a decade experience in C# but I dont find it to be appropriate for this engine. The way they use C++ and do almost all your memory management for you makes it extremely simple. There’s essentially no manual management of pointers. Just UPROPERTY a resource and you don’t have to do anything. It’s not like raw, pre-Cpp11 C++ in any way at all. Not to mention that because they use C++ throughout the whole engine it becomes very easy to debug when something goes wrong compared to when you pass the c# -> C++ boundary and are left scratching your head because the native error that was thrown is confusing and unclear.

I don’t have anything against C# being part of unreal if some external non-epic entity wants to come along and add support (possibly as a paid plugin). What I’m worried about is that Epic will allocate resources internally towards c# integration which will come at the cost of improving the engine in other areas.

Isn’t this all pretty moot since there is a scripting language implementation layer? We already have lua and skookum. If some non-epic entity wants to add c# support they have the tools to do so.

Not to mention skookum is a really interesting language and one of the few languages with a lot of unique constructs that were developed specifically for game development such as race.

That’s very anecdotal. As a counter-anecdote, I’ve worked at many software companies and I’ve met few developers there who didn’t know C++ (these companies also used c#, java, haskell, python, lua etc…).