Why C++ for Unreal 4?

Average these days utilize C# for Tools at the very least. Out of all the issues I’ve seen over the years in C# memory leaks has never been one of them

Now I have seen some C# apps accumulate a lot of memory and then it becomes a little trickier to find out where the memory is going due to the lack of a sizeof operator on managed objects. For those cases I hookup a profiler to see where the allocations are going