is exciting news, but I would still rather see C# with Mono or .net as a first-class programming language for the engine. For one, I still have a lot of valid, well-designed and engine-agnostic code, I used with Unity. Also, there are just some features like reflection (even for binary-only third-party libs) and attributes, that make programming editor and gameplay stuff more concise and a lot easier. Epic seems to have tried mirroring some of the features with macros, but in my opinion, that solution doesn’t come close to the flexibility .net/Mono reflection unless you modify the source of third-party libs to hook into it somehow. And that’s a no-go to be honest. I also can’t shake the feeling, that C++ programming and the way the macros and overrides are set up in the engine and the editor are more messy and time-consuming then they would be with C#. Not that I’d know much about it though, as I haven’t had the time to check out UE4 yet, apart from some tutorial videos, that scared me more than anything else.
Oh and yeah, the version of Mono in Unity is just too old to represent C# and the current capabilities of the Mono/.net environment. There are boxing bugs, an ancient garbage collection algorithm and weird AOT compilation problems among other things, that shouldn’t be there and that were fixed ages ago.