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NimForUE
Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
For people scared off by C++ and who want faster recompile times, check out the Nim bindings [0]. Check out his Twitter/X account [1] for plenty of cool things it brings to the table.
[0]: https://github.com/jmgomez/NimForUE
[1]: https://twitter.com/_jmgomez_
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Code Effects
Code Effects: AI-Ready .NET Business Rules Engine. Embed visual business rules in your .NET app with AI-assisted authoring, native VS debugging, blazing-fast compiled evaluation, and no SaaS dependency. FREE edition available.
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https://github.com/nxrighthere/UnrealCLR
I'm also surprised though they haven't just gone and added C# support as a first class option, it seems like such an obvious win.
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https://github.com/Milkman-Games/Unity-to-Unreal-Conversion
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For those who are more code centric and like rust, https://bevyengine.org/ is a good alternative to godot as far as open source goes.
Related posts
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Since you're asking yes u can use C# in unreal
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Those who have worked in both unreal and unity, what have your experiences been like?
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Will unreal add C# as an extra language?
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How come Godot is by far the most recommended game engine, yet there are very few noticeable successful games made by it?
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I’ll take “sentences I never thought I’d write” for 200, Alex