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I think Godot 4.2 has better integration, but I'm not sure. I'm trying very hard to get into GDScript but not having strict typing and encapsulating functions and statements with white space instead of curly brackets really throws me off haha. Unreal seems CRAZY powerful for sure, but like you said the framework is designed for huge games so even a minimal export is still huge.

I am thinking of checking back in with Godot soon, cause there is a jam coming up that requires having a browser playable submission, and I am pretty scared to get something working then fail to setup emscripten. Hopefully the C# support is there, would make the process so much nicer.

Found this article for the current code base of Godot (https://godotengine.org/article/platform-state-in-csharp-for-godot-4-2/) ... short version is that exporting to desktop (Win/Mac/Linux) is fully supported, mobile (Android/iOS) is functional but experimental, and web is not supported yet.

I'm gonna stick with GDScript for this project and then probably try Godot in C# for my next one!

Awe, that's too bad, if I am reading that correctly though it looks likes the mono runtime is simply deprecated in Godot 4, I wonder how hard it would be to build from source and re-enable mono for proper C# support?

Ha, I honestly don't know that's definitely beyond my understanding. It's very interesting working with an engine that's flexible like that though