Wheres my C# :(? I cant stand C++ or VisualScript

With no optimisation? I wouldn’t go that far, it’s ironic we talk about performance when Unity is targeted at a market with lower specs for both PC / Console and Mobile. It’s never been the scripting API that’s been cause for concern (even with the severely outdated Mono version and GC with that version), it’s always GPU bound issues causing performance problems.

Even if C# is slower, it’s never EVER made a difference…

Although I can see why Epic decided not to go for it.!

A) You can just use Blueprints, figure out the logic and API references then convert it into C++… So it’s not like you have to deep dive into anything blind.
B) It adds a massive layer of complexity to the engine, having to have a layer of abstraction deeply routed into everything causes a serious slow down in terms of engine development. (No new shinies…)!!
C) It’s not as bad as some think, a lot of what makes C++ hard in UE4 (Mem Alloc / GC) is mainly dealt with… Which is nice.!

I’ve no issues with the path they’ve taken, although C# is absolutely fine… There’s nothing wrong with it (bar Mono’s licensing)… Uhh!