![]() ![]() Distributed as a plugin and doesn't require rebuilding the engine.Extensive unit testing to ensure the robustness and consistency.Carefully handcrafted source code for best maintainability and performance.Automatic project packaging for standalone distribution.Full independence from the compilation pipeline of assemblies with support of NuGet packages, analyzers, and generators.NET tools for debugging and profiling such as JetBrains product line, dnSpy debugger, and others NET facilities including hardware-accelerated math with transparent re-mapping to vector types of the engine High-performance interoperability through optimized code and utilization of blittable data types.Continuously evolving framework for access to the engine API from managed code written in idiomatic C#.Runtime exceptions handling and tracing.On-the-fly access and execution of managed functionality through blueprints.Dynamic loading, unloading, isolation, and dependency resolving of user assemblies at runtime.Host loading, integration, and management during the lifetime of the engine. ![]() The project is aimed at stability, performance, and maintainability.ĪPI reference | Manual | Code of Conduct | Community | Roadmap | Contact NET host into the Unreal Engine with the Common Language Runtime for direct execution of managed code to build a game/application logic using the full power of C# 10.0, F# 6.0, and. UnrealCLR is a plugin which natively integrates.
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