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

To be fair, it’s out of Xamarin’s hands now whether a Mono-UE4 integration goes live. Microsoft’s acquisition and open sourcing of Mono saw to that - all it really needs from this point is a sticky thread, or lots of attention.

I do see what you mean, but you need to understand the macros that UE4 adds are to save a LOT of bootstrap code, to make your code utilize the reflection system of UE and to make your code participate in UE’s garbage collection.
Without it, there’d be no way to interface your code from Blueprint, which as Epic had announced somewhere, in the intended layout of thing would take place (C++ is intended for systems and backend bits, Blueprint is intended for content).

Unreal.js is a great option, I tried but couldn’t learn - it’s too different to what I am used to. But as you say, choice is great, I also support choice.

I’d personally love to see this Mono-UE4 go live, I’d maybe even use it for some things, but all I was saying is that you’re going to have far more flexibility if you learn to use the tools that the engine was built around, than if you use tools that were built around the engine. In this case, C++ would provide the greatest flexibility.