> It's free until you make a million bucks USD, and only after that is it 5% gross, and only in quarters where you made more than $10,000 USD. So most folks never end up paying anything. There are no subscription fees or anything. To clarify, if you make a million bucks, and then one dollar, you only owe them five cents. It sounds very fair to me, what are the general thoughts here?
I'm surprised they can sustain such low pricing
So You've Decided to Move from Unity to Unreal Engine
41–50 of 152 posts
Re: So You've Decided to Move from Unity to Unreal Engine
#42> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
- Find and replace a variable
- Change a variables type
- Merging changes from multiple commits
- Refactoring
- Finding all references
I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
Re: So You've Decided to Move from Unity to Unreal Engine
#43Earlier quoted context omitted.
Technically there is UnrealCLR, so if you made a game with mostly Unity-agnostics code it's possible to keep a bunch of it. One of my game is multiplayer, the whole gameplay code is completely Unity-agnostics to run server-side without any Unity code.
Which is a proof of concept and doesn't do mobiles, game consoles and VR/AR headsets, mostly useless.
Re: So You've Decided to Move from Unity to Unreal Engine
#44Earlier quoted context omitted.
I'm surprised they can sustain such low pricing
Just remember how many AAA or big name titles use Unreal as engine. Those can sell millions of copies at 60 per copy. And even if they have much better rate it is still probably half a million to millions a game.
https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-...
With numbers like that, collecting a half-million dollars from even ten blockbuster games per year is probably not even worth the time and energy it would take; that would be 0.1% of their revenue, which, relatively speaking, is basically nothing. That whole business wouldn't even show up on the balance sheet.
Re: So You've Decided to Move from Unity to Unreal Engine
#45> It's free until you make a million bucks USD, and only after that is it 5% gross, and only in quarters where you made more than $10,000 USD. So most folks never end up paying anything. There are no subscription fees or anything. To clarify, if you make a million bucks, and then one dollar, you only owe them five cents. It sounds very fair to me, what are the general thoughts here?
I'm surprised they can sustain such low pricing
Re: So You've Decided to Move from Unity to Unreal Engine
#46> Read the documentation on the Gameplay Framework. All of it! Is it just me or is this an unviable learning strategy? My approach for learning anything has always been to follow small tutorials, build an intuition, and only consult docs when I need some specifics.
I think it's just different learning styles. My preference for learning e.g. a new programming language has always been to read a book cover to cover as the first step (if it's a language established enough to have a book anyway). Note that it's not important that I actually understand everything on this first pass. The cover to cover is mostly about getting the lay of the land so I know what exists, then, even years…
It's only on the second pass that I am trying to go through each section carefully and make sure I really understand before moving on, including seeking outside help or resources if I feel confused or stuck.
This feels fun for me, and the casual first pass makes it easy to figure out if a book or language truly appeals to me.
I also feel, strange as it sounds, like for me it save time compared to learning in small increments through tutorials. It lets me more quickly absorb the basics for things that are already more or less familiar, and then I can focus on exercises and examples only for the tricky stuff.
When I first started studying computer science, in high school, the biggest productivity gap was between the students who tried to work only with what they were directly taught in class by the teacher and the students who decided to go explore the language/stdlib API docs on their own. There was a lot of 'wow, how did you do that!?' from the former group and a lot of 'it's built in, check out this part of the manual' in response from the latter. But somehow no amount of exchanges like that could convince the former group to take some time to RTFM in a comprehensive or unguided way, so it stayed that way.
Re: So You've Decided to Move from Unity to Unreal Engine
#47I'm curiously to see whether a big player switches side. Likely not as all big players were probably consulted.
Re: So You've Decided to Move from Unity to Unreal Engine
#48> Blueprints suck! Not really. Think of Blueprints like python. Its good for routing and keeping track of things at a high level. Think of C++ as handling things at a lower level.
> I heard you need to start with blueprints. Not really. After going through the basic tutorial that Unreal Sensei has on YouTube (https://youtu.be/gQmiqmxJMtA?si=TqBiiIe12M5hiCda) , it is better to do a mix of blueprints and C++ if you have any programming background.
> I don't know what to use for the IDE. I used Rider for Unreal Engine and it has good integration into Unreal Engine.
> So when do you use C++? When I was doing data vis of census data, I needed a way to load in 10,000 data points into memory. The "out of the box" tools for Unreal didn't support this, so custom C++ was the way to go.
> But really, if I just want to get started with Unreal and want official tutorials, where do I go?
After going through Unreal Sensei, I looked at at https://dev.epicgames.com/community/unreal-engine/getting-st..., there are a ton of tutorials there for game developers.
Also, a year ago I put together an online course that looked at how to ramp up on Unreal Engine. The course ("Data Visualization in the Metaverse") is ideal if you already have a programming background. I put the course out on YouTube for free (https://www.youtube.com/playlist?list=PLKH3Xg62luIgPaB4fiFuT...) and happy to answer any questions about it.
Re: So You've Decided to Move from Unity to Unreal Engine
#49> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
How do people using Blueprints deal with: - Find and replace a variable - Change a variables type - Merging changes from multiple commits - Refactoring - Finding all references I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
Re: So You've Decided to Move from Unity to Unreal Engine
#50I can't help but be reminded of the people who jumped from Twitter to Threads. Ultimately, the recent wave of enshittifications of major products - Unity, Twitter and Reddit off the top of my head - It's a hard reminder that lock-in and governance matters. Software is a long investment, so it's time to start thinking very hard about how the software you use is run, and how much control you have if it all goes sideway…
Like Unity pricing model. And then Hashicorp and what ever does competing product or offering mean...