UnrealCS - Unity alike C# Plugin for Unreal Engine

Again im going to repeat, if Epic doesnt give full support to a scripting/programming language like C#, plugins are pointless, and by support i mean fully working unreal C++ to C# API, documentation, some tutorials series, and as soon as new engine version launches C# must be already tested and working with the new features. Plugins come without these hence they are mostly useless.

Currently i cant even do anything in unreal, draggin blueprints around trying to compile them and other BP operations crash my engine over and over again, and i made many new project and example projects they all fail, this happens to a lot of people i have been having these weird crashes since ue4 was made free, and it doesnt look like they are going to solve these problems.

The only workflow im interested in is one where you make your BP’s with objects in blueprint editor then attach scripts to them and imediately switch to IDE and program those accordingly.
I dont wanna know anything else about BP’s, game modes, interfaces, none of them, all in code. BP’s with node editor should be available only for materials/animation setup/sound etc.

If UE4 had C# since 2015 release i would have made a game by now, i managed to do nothing wasted my time not understanding bp’s while i understand any programming language, and the ammount of crashes made me ragequit over and over again.

Dont tell me about unity5, its broken baking system and lack of features make it useless, just because it has C# doesnt make it any better.

Dissapointed in Epic.

Maybe useless to you, but a lot of people have no problem with using plugins.

I don’t mean to be offensive, but dude… What you’re writing here is essentially: Gimme a make game button. You say that you can understand “any” programming language, assuming that, there shouldn’t be an issue with C++. right? If you tried making a game since 2015 and failed over and over because of crashes(I personally had these rarely, but I know that everybody has a different experience) and not understanding blueprints, why didn’t you just switch to C++ or an entirely different engine??

I can understand the call for scripting language support(Which seems to be coming?), but crying for a non essential feature just because people don’t want to adapt seems somewhat rude to me.
In Gamedev, the ability to adapt to different tools is essential, even though you may not like them at all.

But enough with this, you have your reasons and questioning every bit of your statement may be out of place.

And sorry to any mod if I have released a new gigantic C# discussion again, I accept any punishment from you :frowning:

My sweet Mono… i missed you… i´m waiting for the day to be released natively with Unreal…

Question: What about performance?.. c++ is even faster than c#… but here?

I haven’t looked at this implementation, but I think it exposes the blueprint callable functions to the C# layer. So it will definitely be slower than native C++, but possibly faster than Blueprint.

Your problem isn’t a lack of C# support in Unreal.

c# is better for logic scripting. c++ is fussy. bp is unmaintainable.
Yes i am lazy. But good tools should adapt to peoples not opposite.

Hi, there! Anyone still maintaining this plugin? I’ve been waiting for Mono for Unreal Engine by Xamarin but it seems they are not doing anything although they said they will bring it back. The only working option is UnrealCS, however, it’s also seems inactive. I know there are loads of people who are dying to use C# in UE but not much news related to it lately. Perhaps they all adopt to the unmanagable Blueprint or unproductive C++. I really hope that C# community picks up. Cheers!

My wish came true just a couple of days after I made the post. It’s so exciting!!! https://mono-ue.github.io/