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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

#61
post #47

I'm curiously to see whether a big player switches side. Likely not as all big players were probably consulted.

Big big players probably don't care the Pro and Enterprise tier isn't too horrid. Or they have negotiate their own deals. For them 0.01 per install is probably magnitudes less than they pay on advertising per player.

> re the Pro and Enterprise tier isn't too horrid.

Technically you couldn’t even use Personal or Plus if you made over 200k a year. It doesn’t really make much sense to stay on the personal tier now anyway, as long as you manage to make at least over $10k per developer in a year.

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

#62

Data scientist here who spent a couple of years working with Unreal (to produce high end data visualizations). Here are my thoughts > 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…

> I don't know what to use for the IDE. I used Rider for Unreal Engine and it has good integration into Unreal Engine.

Don't forget Visual Assist! It's more flexible, is faster, uses less memory, works on uncompilable code, etc. (I work on it.)

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

#63
post #39

Earlier quoted context omitted.

I'm surprised they can sustain such low pricing

The arrival of Fortnite Money has meant that Epic can afford to spend a lot more and charge a lot less for everything they do. They opened a studio in Vancouver and started hiring whoever they wanted from other companies, e.g. The Coalition, with starting salaries that made jumping ship a no-brainer for the engineers they were picking up. For Unreal, I think it fundamentally comes down to: 1. We want to be the bigges…

I spend money on Fortnite roughly every month. Extrapolate that to an insane amount of players and it's not hard to see that they're in an excellent position.

Creator payouts from building games and experiences within Fortnite builds loyalty and encourages further development from kids going, "Ooh, I have an idea for something."

It's incredible.

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

#64

Earlier quoted context omitted.

5% after your first million in game sales and only in quarters when you sell at least $50k of product?

Yeah that seems far more reasonable never mind.

Because it’s predictable and and you can trust Epic to not start pulling the rug from under you.

Even with the new pricing model Unity should still stay way cheaper for anyone who make more than $2-3 per user.

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

#65

Or you can wait for Source 2 which is rumored to be dropping on September 23rd with CS:2

Source 2 has been out since 2015, with tooling, but so far I think the only third-party licensee is S&ndbox. It's not so much a modern game creation platform as it is a collection of Valve's internal tools.

Also from a technology standpoint it is miles behind Unreal Engine.

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

#66

But Unreal is doing the same nickel-and-diming though no?

5% after your first million in game sales and only in quarters when you sell at least $50k of product?

Also, as other comments have pointed out, Epic makes most of its money from Fortnite, their revenue from UE licensing fees are tiny in comparison.

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

#68

> 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.

[deleted]

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

#69

> 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.

I've only been on medium-small teams, but I'll give it a shot:

Merging is essentially as banned as we can make it; we use Perforce, and set all .uasset files (Blueprints and other UE assets) as Exclusive Checkout so only one person can edit them at a time. This is recommended by Epic. When we do need to merge things, it's mostly a manual process of opening the Editor on two branches and duplicating all of the changes.

All of the refactoring-related questions, again, mostly manual effort. There are some constructs that can help keep things DRY which reduces the problem, like BP function and macro libraries. You also get inheritance and interfaces. UE also lets you redirect property, class, and function names to new names using "Core Redirects"; you can do that and then resave all packages to effect a bulk change.

Finding all references: Search All in UE will find a string anywhere; that means in property details, BP function calls, variable names, comments, anything. There's not exactly a "find references" as you might expect from a normal IDE though.

Really, the ultimate solution to dealing with these and the general "visual scripting spaghetti" problem if they're on the verge of becoming acute is to stop using Blueprint. We try not to use Blueprint for any complicated systems. It's nice for simple presentation-related things (e.g. "play x sound when y happens"), or places where we want designers to have some control for tuning or prototyping, but even for something that seems "straight-forward" like GUI code it can very easily end up spiraling out of control.

Blueprint also has a performance cost and it's hard to profile. UE5 dropped UE4's main attempt to fix this with "nativized" Blueprints, i.e. Blueprints that got compiled into C++. There are ways to improve Blueprint performance, but you really shouldn't even get yourself into a place where you're leaning on it so heavily that you can even worry about that.

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

#70
post #36

Earlier quoted context omitted.

Which is a proof of concept and doesn't do mobiles, game consoles and VR/AR headsets, mostly useless.

Very true, for now, but the amount of tools / libraries / projects that will spawn / funded / contributions to move projects out of Unity is gonna make that more realistic eventually.

I seriously doubt it, as it requires embracing the game development culture that most FOSS folks are against to, and most commercial engines rather stay with compiled languages instead of having a R&D department in compilers.
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