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.
So You've Decided to Move from Unity to Unreal Engine
121–130 of 152 posts
Re: So You've Decided to Move from Unity to Unreal Engine
#122Earlier quoted context omitted.
The developers are revolting.
Rent goes up 200%: [we sleep] Unity changes pricing: [ we riot ]
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
#123Earlier 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…
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.
Re: So You've Decided to Move from Unity to Unreal Engine
#125Earlier 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…
Re: So You've Decided to Move from Unity to Unreal Engine
#126Unity 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.
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
#127Earlier 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.
Re: So You've Decided to Move from Unity to Unreal Engine
#128For 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…
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.
- 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
#130Unity 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.
"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."