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

Thanks, xXxFishAndChipsxXx, for sharing your ideas. is really interesting stuff and I wasn’t aware of potential of CS-Script and UnmanagedExports for use in UE4.

I myself have had some experience with C++/CLI and exposing C++ classes to C#. It was my own C++ DirectSound abstraction layer library and it was pretty simple, but still I had some struggle to get it right with pinning pointers, marshaling data etc. UE4 is much more complex than that, and I agree that it might get too messy to go C++/CLI path.

Still, from UE4 side I’d like to see Blueprints becoming a complete alternative to scripting with support for saving individual actor and level scripts to separate files and hot-reloading at runtime just by recompiling and overwriting Blueprint “script files”.