Use C# to script in Unreal Engine 4 now, courtesy of

Disagree massively here. I did C++ for ten years and then took up C# and the simple fact is generation of languages allows you to create code so fast compared to C++. Just not having to deal with headers/libs/includes and the infinitely faster compiling, but not having to deal with memory overwrite crashes and missed deletes. No one will deny C++ is faster execution speed, but to say that someone equally skilled in both languages wouldn’t code significantly faster features in C#. Remember we’re talking properties, events, async, foreach, GC, and all those things that shave huge chunks of development time, particularly for those less experienced in C++ which is far from without its strange nuances, C hangovers and complicated build processes. It’s kind of ****** to say people who can code but find C++ intimidating should just make do with a visual scripting system like blueprints, and the more languages supported the better.

I’m dying for full C# bindings for reason. I’ve done plenty of C++ but there is no comparison. It’ll be the fastest of the three systems, blueprints due to their visual nature and simplicity for sake of artists / designers, it would take a lot longer to piece together a complex system for the game purely in blueprints when you’re placing constant nodes for calculations that could be typed in a few characters in code. After a certain level of complexity it’s a code thing, or you’d at least want power to create blueprint nodes with code driven functionality, C# and being able to liberally use List<String> and HashMaps and other things with nice inbuilt language features over stuff like boost or the stl. With simpler build process, it’s going to be attractive to many people.

I think C# support, even if third party, is a must in the long term to get indie devs on board, so very pleased to see .