HavocX
(HavocX)
March 12, 2017, 11:34pm
31
In a short answer no. In a long answer, probably not unless it was directly embraced by Epic. As it stands to my understanding you make the code in C# by using blueprint actions then but that code stays C#. So you’ve got a C# layer of code making blueprint calls. These C# functions then can be seen in the editor.
However if you attempted to make the C# code and give it to someone without UnrealCS it would do nothing. Because of that a normal “plugin” would not work without the installation of UnrealCS. Maybe you could pack unrealCS and your code together to make a plugin but someone would need to investigate that. The code is open source (although I did not have luck compiling it) so in theory you could just build it into your system.
Hopefully the Mono version just works and Epic is willing to accept it into UE proper and it’s just a 3rd supported (c++, blueprint and C#) but I kind of doubt that will ever happen. It would however draw a decent % of Unity developers to the platform.
Mono will be a plugin. But I don’t see why it would be a problem to have a plugin for C#. Epic is going to refactor more and more featurs to be optional plugins. They have started with vehicle physics in 4.15.