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UnrealSharp is a plugin for Unreal Engine that allows developers to use C# for game development and editor tooling. It is designed to offer the same functionalities as Blueprint, and even more, providing a familiar environment for C# developers. It is developed with fast iteration in mind, so you can develop your games in C# with the engine open, and it will compile the code for you on the fly.
The plugin is not production ready yet, but the plan is yes you will be able to!
You can compile a source build from the GitHub repository.
It is recommended you have Unreal Engine experience and an engineer familiar with C++ to use UnrealSharp. Having an understanding of the Blueprint / C++ architecture and how they're used side by side is extremely important to have knowledge on.
Additionally, UnrealSharp can only access what is exposed to reflection, so similar to Blueprints you will still need to use C++ to expose certain systems or features. The plugin has an ongoing effort to help expose things to C# out of the box, such as subsystems, but you won't be able to rely on that for everything.
Absolutely! UnrealSharp is completely free of charge and open-source for both personal and commercial use.
The Home Page has a Supported Platforms section listing out the supported and planned platforms.
To avoid setting expectations or putting stress on any contributors release dates are not provided. UnrealSharp is a passion project worked on in people's free time, so it does not follow a schedule or deadlines.
You can look at the Roadmap for a look at what is currently in development and also on the todo list.
UnrealSharp requires the same system specifications as Unreal Engine. Additionally, the .NET 8.0 SDK is necessary to use this plugin.
You can read more about the Unreal reflection system here, but in simple terms it's how Unreal exposes C++ classes, functions, properties, and other types to engine systems such blueprints, replication, and garbage collection.
Due to all of Unreal systems being written in C++, if a class, struct, or function is not exposed to reflection, blueprints cannot access it. UnrealSharp utilizes reflection for generating C# code and communicating with Unreal, so it has the same restriction as blueprints.
A binary build is a precompiled and packaged version that doesn't need to be manually compiled by the end user. A source build is when the end user needs to download the source code and compile the code themselves for use.
Due to UnrealSharp not being production ready and making quick changes we do not consistently release up-to-date binary builds. You will need to compile the source yourself. Here is a resource on how to set up an Unreal C++ project to start.
Blueprints is not just visual scripting, it's an interface to your game assets. It is highly recommended to make blueprint subclasses of C# classes like you would with C++ so designers can easily control properties and functionality of your systems.
Most likely yes. UnrealSharp can only access what is exposed to reflection like Blueprints, so you will need an engineer to use C++ to expose certain systems or features.
Use NewObject<T>()
for any classes inheriting from uobject
. new T()
does not work with constructing uobject
's, trying to would result in creating an object with no underlying uobject
or blueprint subclass.
Not yet but it is planned.