Wow, so Unreal-C++ extends C++ with
- Headerless programming
- Async/Await structures
- Auto-properties
- Immutable collections
- Partial classes
- Object and collection initializers
- (P)LINQ
- Extension methods
- Safe structures instead of having to deal with pointers/memory adresses for gameplay scripting
- Yield-Keyword for iterators
- Oh, and access to the whole .Net-Framework
- …
That’s awesome, didn’t know that. All the Unity developers must be stupid as C# is obviously the wrong choice for component-based gameplay programming! Why did no one ever tell them?