Why C++ for Unreal 4?

[=vincemektek;18003]

What we’ve done with our C# implementation is created a macro which understands BluePrint callables and uses Epic’s very own logic for exposing native C functionality to BluePrint. We are able to adhere to the rules of BluePrint yet produce a fully working C# API.

Combined with Mono’s SGEN GC its a fairly efficient approach. Certainly nothing prevents developers from still maintaining complex code at the C++ level and allowing game design to take place in C#.
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This is very cool. But just to clarify the C# runtime is restricted to using existing blueprint callable functions. You aren’t getting a UActor reference in C# with full access right? You are essentially able to script the connections between blueprint nodes? Do you have some example code that demonstrates it, for example setting the XYZ position of a UActor in C#?