Can I use C# for Unreal Engine 4.9?
asked Sep 21 '15 at 05:06 PM in Everything Else
You can through monos implementation but I think its for version 4.3 or 4.4 and very limited.
C++ really isnt that different from C# its learning the unreal API just like learning the unity API that takes time.
And blueprints are just well.. you can do 99% of things in blueprints that any game would require.
But no basically the concsesus is no you cant and wouldnt want to and there are no plans for it.
Sorry to burst any bubble but it will pay off in the end! Start blueprinting then start looking at how the blueprint nodes are constructed to learn some of the UE4 API and do some C++ tutorials if you want to code instead of blueprint.
Hope this helps Don't forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.
answered Sep 21 '15 at 05:31 PM
Only in a very limited form. You can linked to a managed dll that runs C# code but you won't be able to use any of the Unreal objects .This might be useful if you wrote something like a terrain generator in C# and wanted to invoke it from C++ and marshal the data back to Unreal.
As others have said the C++ you write for UE4 has a lot of similarities to C#. It has reflection and garbage collection and many other features that let you focus on your game logic rather than the plumbing. It will take a little time to adjust to but not much.
Most of your time will likely be spent getting a grasp on the Unreal Engine Architecture. Once you understand the architecture and various UObjects you'll find it very easy to write code to manipulate it whether from C++ or blueprints.
Lastly I'd say don't be quick to discard blueprints. There are often things that you can iterate on much quicker using blueprints than writing code. Blueprints excel at wiring up event driven game logic that all games need. C++ is great for doing more low-level procedural things. Write base classes in C++ that serve as a foundation for blueprintable instances can be very powerful and efficient in terms of development time.
answered Sep 23 '15 at 07:20 AM
So I made the same jump a couple years back. Don't worry about c++ because nsomnia is right. Blueprint is a visual programming version of c++. Very easy to learn and debug. Make the jump unreal has better community support and epic actually returns emails.
answered Sep 21 '15 at 06:42 PM
yes the blueprints, are where you play "connect the nodes".
It's not a bad learning tool to learn Unreal Engine. Is it the way to program... ummmm no, at least not in my opinion which is exactly worth what you have paid for it. NOTHING, lol But while learning Unreal Engine API, it allows you to focus on the API (because blueprinting is so simple), instead of a new environment (MSFT is new, because I like Eclipse, for every language I use, Assembler, C, etc) so you get to focus on the API (there's really nothing to focus on in terms of learning blueprints itself, either the node exists or it doesn't) So in that way, it's darn good.
Anyway, have a great day!
answered Sep 23 '15 at 06:26 AM
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