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.
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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!