That could work and you could also have two-way by doing something like this...
Force Unreal to load a helper dll.
Call GetModuleHandle( NULL ) from the unreal engine to get the program in memory.
Search for the structure ( with unique id at offset 0 ).
Using shared memory, give the pointer to the data to the c++ driver.
Virtual machines are useful and they have obviously done a nice job with UnrealScript, but forcing it on people is not the right way to go. It's too bad that we cannot use a regular dll.
Edit:
Where were you looking?
I saw what looks like an address-of operator somewhere, there was a function somewhere that had the & operator on a parameter.
Added:
Code:
void Touch(class AActor* Other)
{
FName N("Touch",FNAME_Intrinsic);
struct {class AActor* Other; } Parms;
Parms.Other=Other;
ProcessEvent(N,&Parms);
}
There it is, I'm not sure but here & looks like an address-of operator.
If not, damn.