Maybe there are certain workarounds but you normally can’t write your scripts for Unreal Engine in C#, and even if you found some plugins or the link you’ve sent (didn’t check it out fully yet) I wonder your reasoning behind it.
Now you might be lead to believe that I’m recommending C++ since I dismissed the other option, but no! There’s also blueprints! Epic does market blueprints as a way to encourage non-programmers to be able to code using their engine, but please don’t underestimate it. It’s use cases aren’t restricted by that. Blueprints are very practical to use, helps you visualize your code better and don’t cause issues unlike C++. Of course there are certain things that you can’t pull off using blueprints and must use C++ and you can use C++ for those purposes. You can also have a plan on which parts to use C++ where you’d be more comfortable with, but even in those cases, it would be smart to first implement the code using blueprints and see if it works as expected. Overall, you should use both blueprints and C++ in your Unreal Engine projects. Hope I was able to clear some things up for you