Please work with Xamarin to make Mono for UE a reality

The way UE4 is constructed, you will find lot of those features useless or unusable in UE4 envriament, because whatever you gonna implement C#, you will be still using UE4 APIs with it’s limitations which sometimes limits C++ too. For example you won’t have all constructor features, because UE4 has it’s own object deployment systems which makes constructors useless even in C++, they just default variable setter. UE4 also don’t use any exceptions support, just series of check() functions that crashes application, so your C# code would go with it. It will also have problem with invoking properties, but i’m note sure about that. UE4 also has implmented some of those features already, UE4 has garbage collection, UE4 has it’s own reflection system, which see classes and struct differently (but in C++ you can normally treat them as classes), UE4 has large collection of APIs making thigns a lot easier, it also own multithreading system, so some features of .NET might be conflicting with UE4.

Also C++ is not portable at all, yes .NET requires ported runtime, but the code running on it will work everywhere, where C++ need to be revised on each platfrom or requires wrappers… UE4 APIs do that for you and .NET/Mono currently supports more platforms then UE4 does (most notably Windows Phone). Ofcorse C# won’t fix that problem in UE4 :stuck_out_tongue: