Isn't it better to use AngelScript? It is gameready and there are AAA projects using it (Talos 2, The Finals). Instant compilation (Hot Reload), speed according to my tests: pure mathematics is 30-40% faster than blueprints, spawning and deleting actors are several times faster.
Not saying one is better than the other. That is up to the developer to decide which is better for them. There are drawbacks to the AngelScript fork though. Biggest one being that it is a fork. So you have to compile it yourself or wait for Hazelight to make a binary for you. Another thing is that marketplace plugins don't play nicely with it. You have to do more manual work to get them to work. It also doesn't support interfaces. So, if that is critical to your coding style, it is a big bummer. The really big thing with the C# plugin is just that. It is a plugin. No modifications needed. So if you have custom modifications to the engine, you have less friction to staying in sync with Epic's version of UE. That isn't to say the AS fork isn't worth it or wonderful! I love the fork personally. It being battle-tested is certainly a very good selling point of actually using it as well.
@@duroxxigar I understand you. It's a pity that we have to make various compromises, I hope verse will change everything, although I don't believe it yet
is the naming in uproject necessary now?, i dont see the instruction at the unrealsharp website
Pretty good thank you
How does this handle components/interfaces for decoupling game logic? I'm kinda debating using this for my next project.
Fully supported
Isn't it better to use AngelScript? It is gameready and there are AAA projects using it (Talos 2, The Finals). Instant compilation (Hot Reload), speed according to my tests: pure mathematics is 30-40% faster than blueprints, spawning and deleting actors are several times faster.
Not saying one is better than the other. That is up to the developer to decide which is better for them. There are drawbacks to the AngelScript fork though. Biggest one being that it is a fork. So you have to compile it yourself or wait for Hazelight to make a binary for you.
Another thing is that marketplace plugins don't play nicely with it. You have to do more manual work to get them to work.
It also doesn't support interfaces. So, if that is critical to your coding style, it is a big bummer.
The really big thing with the C# plugin is just that. It is a plugin. No modifications needed. So if you have custom modifications to the engine, you have less friction to staying in sync with Epic's version of UE.
That isn't to say the AS fork isn't worth it or wonderful! I love the fork personally. It being battle-tested is certainly a very good selling point of actually using it as well.
@@duroxxigar I understand you. It's a pity that we have to make various compromises, I hope verse will change everything, although I don't believe it yet
@@duroxxigar Ho yes good catch, I always thought AS was just a plug and play
that thing is behemoth you surely provide 100GB to source build to use your set of market place plugins.