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Mono for Unreal Engine

tirania.org

11–20 of 94 posts

Re: Mono for Unreal Engine

#11
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

But "Features and roadmap" at http://mono-ue.github.io/ says "Our current release supports C# on Mac and Windows. We hope to add many more features, such as support for the F# language [...]". Confusing.

Re: Mono for Unreal Engine

#12
This is another game changer. Personally, the portability of C++ is, by far, its own reward. But I'm thrilled for others that C# is finally becoming an option. It's been many months in waiting for Unity users sitting on the fence.

Re: Mono for Unreal Engine

#13
This means a lot to me. I will try to contribute to this one, nice kickstart guys!

I don't have much C++ experience and I had doubts about getting into UE only with blueprints. It feels like there will be cases that I won't able to cover just with blueprints.

I was experimenting Unity just because of their C# support but now I can gladly turn back to UE and it is more exciting for me.

Re: Mono for Unreal Engine

#14
post #11
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

But "Features and roadmap" at http://mono-ue.github.io/ says "Our current release supports C# on Mac and Windows. We hope to add many more features, such as support for the F# language [...]". Confusing.

This is what is on their page: http://mono-ue.github.io/roadmap.html While you can use F# today, we want to provide default templates that people can use. Currently, you must set the projects on your own.

Re: Mono for Unreal Engine

#15
post #11
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

But "Features and roadmap" at http://mono-ue.github.io/ says "Our current release supports C# on Mac and Windows. We hope to add many more features, such as support for the F# language [...]". Confusing.

[deleted]

Re: Mono for Unreal Engine

#16

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Having spent some time writing JNI wrappers for a hobby application in Android, I think it depends on what one is trying to achieve.

For hobby purposes and small development, it is expensive and probably is doable doing everything alone.

However, for usual business with short time to market, taking into consideration "time spent on feature" X "hourly rate" per developer time, the prices are quite cheap.

Re: Mono for Unreal Engine

#17
post #2

Maybe this will light a fire under Unity to get a recent version of a C# compiler. No one has ever been able to point me to an official explanation for why theirs is so far behind.

That was my number one reason for moving to UE4; announcing Unity 5 with no Mono runtime update was the last straw. Current versions of Mono could probably do a serviceable job with simulation-heavy games, but not Unity's ancient one.

Bizarrely, they don't even have a C or C++ API. You can add native code libraries to your project in Unity Pro, but you always have to go through Mono to interact with the engine.

Re: Mono for Unreal Engine

#18
post #2

Maybe this will light a fire under Unity to get a recent version of a C# compiler. No one has ever been able to point me to an official explanation for why theirs is so far behind.

The unoffical reason is Xamarin wants too much money.

Or the Unity guys want to pay too little money.

Re: Mono for Unreal Engine

#19
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

Blueprint, the default UE4 language, seems functional. All functions are pure functions, with input and output, not methods, there's no 'self' or 'this'.

That said, I'm not an expert on Blueprint or FP so maybe someone who knows more can tell me whether that assessment is accurate.

(And I totally understand that some people will prefer F# and access to all those .net classes anyway)

Re: Mono for Unreal Engine

#20
post #11
post #7

>>This is a project that allows Unreal Engine users to build their game code in C# or F#. F# support is the real kicker.

But "Features and roadmap" at http://mono-ue.github.io/ says "Our current release supports C# on Mac and Windows. We hope to add many more features, such as support for the F# language [...]". Confusing.

Apologies, I have clarified this.

It works, we just do not provide any code templates yet.

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