[Mono-ue] Fork vs Plugin

Mikayla Hutchinson m.j.hutchinson at gmail.com
Fri Aug 4 15:43:35 UTC 2017


It's because MonoUE has a deeper integration - instead of just
allowing script components/functions, you can actually subclass C++
UObjects. Our engine patches are needed to enable this kind of
extensibility. I've submitted all our engine patches upstream, and
when they're all merged, you'll just need the plugin.

On 4 August 2017 at 06:54, Pragma Scrypt <pragmascript at gmail.com> wrote:
> Hey,
> thanks for the great work work bringing Mono/C# to UE4 :)
> Just out of curiosity: There are several language that extend UE4 via a
> plugin (e.g. http://skookumscript.com/) and do not require a seperate fork
> of the engine. Why does MonoUE require a fork? Are there plans to transition
> to a plugin only architecture?
> - pragma
>
> _______________________________________________
> Mono-ue mailing list
> Mono-ue at lists.dot.net
> http://lists.dot.net/mailman/listinfo/mono-ue
>



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