![]() ![]() There is currently too much marshaling on structs / collections (list, map, set).The weaved IL currently seems to break edit-and-continue debugging (issue with cecil?).It probably isn’t the best for performance and there is a huge amount of generated code everywhere. Like mono-ue this project depends on lots of generated code and IL weaving.This project may not work on some target platforms. This project depends on a lot of PInvoked functions which could potentially behave differently on different C++ compilers.NET Core and Mono for an improved debugging / runtime experience without having to reopen the editor Access to Unreal’s reflection system (UClass, UFunction, UProperty, etc).Exposed C# types can then be used in (or extended by) Blueprint. Define new UObject types and inherit existing ones. Write C# using UObject exposed types (AActor, AGameMode, UActorComponent, etc).Using this plugin, UE4 gains C# functionality with the following features: Today we are looking at the open source USharp extension, which is based on the MonoUE plugin project. While Unreal Engine doesn’t provide C# support out of the box, it does provide an exceptional plugin system, so it was only a matter of time until C# plugins arrived.
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