Mono for Unreal Engine
mono-ue.github.io
mono-ue.github.io
https://forums.unrealengine.com/showthread.php?54595-I-want-...
&tldr; Epic saw the Unity thing and went 'nope; not unless you make it free forever'.
(Also, don't bother. It doesn't work with the most recent version of the engine either)
I'm disappointed that the semi-official Lua integration seems to have gone nowhere for the past six months or so. I think that's a much better intermediate step between C++ and Blueprints.
Unity is now officially pursuing the 'compiles C# to C++' thing. They say it's because its 5-10x faster (and it is... compared to the specific C# runtime they're using...). I'd guess that lets them do some legal loop hole things.
Licensing. Devil's in the details.
Unreal just nipped the whole thing in the bud by saying; make it free and open source, or don't come to the party.
It's all MIT and GPL: http://www.mono-project.com/docs/faq/licensing/
Doesn't look free to me.
(and I'm not being narky. This is the point I'm making; it's only superficially free. Then you have to say, ship a game, and woa~ wait, it has to be GPL now if you bundle the runtime, or you have to pay a licensing fee?)
For example, if you manufacture a device where the end user is not able to do an upgrade of the Mono virtual machine or the Moonlight runtime from the source code, you will need a commercial license of Mono and Moonlight.
Or if you ship an application that requires to statically link the Mono runtime and you are not able to provide the object code to relink Mono, you must obtain a commercial license from Xamarin."
You can bundle as much as you want, as long as you adhere to the rules.
'as long as you adhere to the rules.'
Yes, by 'obtain a commercial license from Xamarin', they mean, 'pay a license fee'.
Like say, if you ship a mobile game. The only reason Unity gets away with it is because they have a licensing deal that permits them to ship mono.
If you want to write a mobile game, you pay for it.
That's not freedom.
To most users of Unreal Engine, mobile games aren't really a priority, though I understand Unreal wants to change this.
The problem in the mobile case is not that Mono isn't free; it's that the licence isn't permissive enough.
That mobile platforms and GPL-style licenses don't play well together is nothing new, and I think it's misleading to call Mono "not free" just because the restriction of the Apple App Store and iOS don't allow you to use it there.
Then read again.
The fact is the runtime and libraries are MIT and LGPL. Your statement that your game has to be GPL if you use them is totally wrong. Least of all, because the GPL is neither of those two licenses, but most importantly, those licenses allow you to release a game under a license that's not even MIT or the LGPL, because that's the nature of those two licenses.
Unity is required to pay a custom license because they didn't want to accept the terms that are available to everyone. (I almost wrote "everyone else" there, but that would have been wrong because the terms were available even to Unity.)
Anyone can use the MIT or GPL and charge for services and it is actually encouraged by RMS.
To redistribute code written with Mono for Unreal Engine, you must have a commercial license to the Mono runtime.
These licenses are included in Xamarin's commercial products for targeting Mac, Android and iOS.
Xamarin product pricing starts at $0 for Starter Edition and adds Visual Studio support at $999 per developer, per platform.
In addition, you still need to comply to your license agreement with EpicGames for Unreal Engine.
Maybe there's some difficulty I'm not seeing here, though.
That is not the bad thing. They said they wanted to make it stable for 1 version before upgrading to the newest.
The problem is that is super buggy right now. It crashes almost all the time on my machine.
I was digging through Reddit and saw some interesting comment by Miguel de Icaza. It was regarding his blog post http://tirania.org/blog/archive/2014/Oct-23.html (Mono for Unreal Engine).
There was no update to the situation in this blog post. No information on the site I posted here. Really bad communication from Miguel and Xamarin. :-(
I have only followed one tutorial for Unity3D and have never tried Unreal Engine. I'm just interested in the topic because it's different from my day job and I'd like to try something new. Posted the link here to provoke some discussion about it.
(The 1980s were so much easier. Not many choices on the C64.)
...that is what an abandoned project looks like.
Personally I have a few educational games I would like to write and still can't decide what tool would be best, certainly Unreal will be to over the top for my ideas, but Unity keeps seeming like it would get me out the door quicker. The issue always was writing in Java Script or C# with C# always looking like a much better option.
On the other hand Löve2D and Phaser haven't nearly the Unity tooling.
C# for Unreal Engine
With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more.
You have access to the entire range of capabilities of the .NET framework, up to version 4.5. You can even use C# async programming to author your code. Download it and give it a try.
FROM THE READING "With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more."
As for your link, somebody above already showed how it doesn't work anymore with the latest versions and that the project was abandoned.