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So You've Decided to Move from Unity to Unreal Engine

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Re: So You've Decided to Move from Unity to Unreal Engine

#121
post #59

Earlier quoted context omitted.

Technically if your game is not F2P Unity will still be much if your revenue i a couple if millions (even with their bizarre and convoluted per install pricing). Also I don’t think they have that many people working on the engine (they have less than half the employee count of Unity) and it’s probably subsidized by Fortnite revenue to some extent.

Games that expect a large revenue are expected to negotiate a custom contract with Epic. That has been their practice going back to Unreal Engine 1.

in that regard I'm sure they will do the same with Unity. But Unity for the little guys that just a little bit too big suffer the most in this deal. At least Epic handles that edge case by letting those edge case devs keep the first million.

Re: So You've Decided to Move from Unity to Unreal Engine

#122
post #106

Earlier quoted context omitted.

The developers are revolting.

Rent goes up 200%: [we sleep] Unity changes pricing: [ we riot ]

let's be real: there's good odds that the people doing this hail from countries where they feel they can be safe from legal avenues of (the US-headquarter) Unity.

Also, these are children or the privileged who are complaining about video games on thee internet. They have no issues with rent.

Re: So You've Decided to Move from Unity to Unreal Engine

#123
post #71

Earlier quoted context omitted.

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.

Earlier this year we completed a huge refactor that involved, among other things, getting us almost 100% off blueprints (now we use them just for little bits of presentation logic in UIs). BPs are amazing for discovering how to use the engine - they provide a sort of guided exploration of things, especially when you don't know what you don't know. For us they really, really, really broke down when it came to version…

Hey, I've been working on something I think is pretty cool to address some of the shortcomings mentioned here. If you're up for chatting about your experience and offering some feedback, mind hitting my profile and shooting me an email (on my homepage)?

Re: So You've Decided to Move from Unity to Unreal Engine

#124

> 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.

It sounds more like an intermediate strategy, if you're eager to discover some tricks you missed. First do some small projects to familiarize yourself with the basics. Reading the API before really knowing the context of anything you're looking at seems fairly pointless to me.

Re: So You've Decided to Move from Unity to Unreal Engine

#125

Earlier quoted context omitted.

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.

Not sure why this is downvoted. > - Find and replace a variable > - Finding all references I think the basic search tools are pretty good. I can't say I expect find and replace to be super common. I would prefer to do such things one at a time. > - Change a variables type I would say you really shouldn't be doing this too often. It's compiling to statically typed code under the hood so this will frequently cause a lo…

Would you be down to chat a little about your Blueprint experience and take a look at a tool I've been working on? Check my homepage (on my profile) for contact info if so, I'd be very thankful :)

Re: So You've Decided to Move from Unity to Unreal Engine

#126

Unity never seemed like a good engine. It's CPU bound which is extremely aggravating for a GAME engine. A popular game made with Unity, called Rust, always gets a lot of shit from players because GPUs don't do anything except give a couple FPS. I'd be glad to see Unity die with these pricing changes.

Unreal is similar. All of the gameplay code runs on a single thread. The game framework tricks you into building slow OOP stuff by default with far too much pointer chasing. You can easily make an Unreal project that performs worse than the equivalent Unity project. In fact, many do!

It takes effort to release a well performing game using either engine if you have a non-trivial amount of "stuff" going on. Luckily Unreal comes with fairly advanced profiling tools so you can find where the problems are.

Re: So You've Decided to Move from Unity to Unreal Engine

#127

Earlier quoted context omitted.

The side benefits are enormous. Its not like Unity where Unity fees are the bread and butter for the company.

And with respect for indie games the vast majority of them barely make money. Unity was trying to squeeze water from a rock.

Unity makes its money from mobile gaming, and that is a juicy rock to squeeze.

Re: So You've Decided to Move from Unity to Unreal Engine

#128
post #107

For any Unreal experts: I'm an aspiring graphics/engine programmer. I don't really care about making games, I'm more excited about improving the tools available. My feet are wet enough with C++ that I think it would be good to start digging around in/ modifying/ contributing (likely merely attempting 'small' stuff like bugfixes) to the Unreal codebase. I've been doing so lately with Blender's codebase lately with som…

If you were working in Blender, Godot may hit up your alley a bit more as an open source community driven engine.

But wrt UE, it depends on if by "contributing" you mean "making plugins" or "contributing to the codebase at large". From the sound of things you want to do the latter. Unreal is "viewable source" but you first need to sign up with an Epic Games account: https://www.unrealengine.com/en-US/ue-on-github

From there, there are instructions on how to contribute (the contribution documentation is actually on a public page: https://docs.unrealengine.com/5.3/en-US/contributing-to-the-...)

There is probably some official Unreal Engine community as well (probably on the UE forums), so that can be a place to ask for any specific pieces where devs need help. Best of luck.

Re: So You've Decided to Move from Unity to Unreal Engine

#129

> 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.

depends. IME I tend to go through at least 3 passes of

- read high level architecture docs, - try to do some small coding - get confused and google until I get my goal done - go back to reading high level architecture docs

You're (or at least, I will) never absorb and become productive in all that material in a first pass. But at the same time reading the intro for the mentality of how the big picture works helps a lot to scope into what to focus on.

Re: So You've Decided to Move from Unity to Unreal Engine

#130

Unity never seemed like a good engine. It's CPU bound which is extremely aggravating for a GAME engine. A popular game made with Unity, called Rust, always gets a lot of shit from players because GPUs don't do anything except give a couple FPS. I'd be glad to see Unity die with these pricing changes.

Quoting a post from the lead dev of Rust-the-game entitled "Unity can get fucked": https://garry.net/posts/unity-can-get-fucked

"Let me be clear.. the cost isn't a big issue to us. If everything worked out, the tracking was flawless and it was 10p per sale, no biggy really. If that's what it costs, then that's what it costs. But that's not why we're furious. It hurts because we didn't agree to this. We used the engine because you pay up front and then ship your product. We weren't told this was going to happen. We weren't warned. We weren't consulted. We have spent 10 years making Rust on Unity's engine. We've paid them every year. And now they changed the rules. [...] Let's not make the same mistake again, Rust 2 definitely won't be a Unity game."

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