A course that finally made Unreal "click" for me, after years of toying with it, was Tom Looman's 'Professional Game Development in C++ and Unreal Engine' course. The source for what you build (with the chapters available in the git history) is here. [1] It was based on a class he taught and so also includes homework, which I found infinitely more valuable than just following along in a 'Here's how to [x].' type less…
So You've Decided to Move from Unity to Unreal Engine
81–90 of 152 posts
Re: So You've Decided to Move from Unity to Unreal Engine
#82> 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?
It's fair until they change it without warning. It's not a matter of if, it's a matter of when. I love Unreal, but I know it's coming.
Unity has over 3x as many employees as Epic, much lower margins, is publicly traded, and they've been losing money hand over fist. Everything is subject to change until they make money, shut down, or are acquired.
Re: So You've Decided to Move from Unity to Unreal Engine
#83> 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…
Blueprints run at least 100x-1000x slower than equivalent c++.
This isn't even discussing working with multiple coders and version control, which is also a disaster.
If you are making a simple game then they can work. If you aren't then they are not great.
Re: So You've Decided to Move from Unity to Unreal Engine
#84> Unreal and Unity are not game engines in the same sense.
This is mostly a true description, but
> It's the same way with Unreal, except you're not getting "whatever Epic ended up with when making Gears of War"
No, a lot of what you're getting is "whatever Epic ended up with when making UT, Gears of War, Paragon, and Fortnite". You can very much feel their previous games in it. This is good and bad; good in that the tools you need to ship a real game are all there and the engine is actually battle-tested; bad in that the tools you need to ship a game that doesn't fit that mold might not be and there could be a lot of stuff that will get in your way if you decide the Epic Way doesn't suit your project. UE4/5's adoption does help a lot, things were rougher earlier in UE4 and in the UE3 days.
> Porting to consoles isn't an outsource job here.
Nah, we needed help to ship Chivalry 2 on console and WinGDK. Many smaller teams do outsource or contract for assistance. It was months of multiple programmers and tech artists, it really wasn't one person x one week.
> Upgrading to the latest version is not a big deal.
If you're a tiny, Blueprint-only indie / side project I guess this is probably true. It takes us weeks though.
> Unreal introduces new systems carefully.
We and other teams I've talked to had a policy of waiting for the first hotfix revision of a major UE4 update before attempting an upgrade, though.
> I heard Blueprint sucks!
See my comment https://news.ycombinator.com/item?id=37512356
> I heard Unreal is geared towards first person shooters and it's a struggle to make something in my genre!
As above I don't totally buy the rebuttal. If you're doing something way out of left field you can do it in UE, you might have to bypass a lot of Epic's way of doing things though.
> What if I don't want fancy graphical bells and whistles? What if I'm not making something in a realistic style?
I've not worked on VR or mobile but I've heard that Unity scales down better. Some of UE5's nice stuff (nanite, lumen) also doesn't scale down well.
Re: So You've Decided to Move from Unity to Unreal Engine
#85> 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…
Re: So You've Decided to Move from Unity to Unreal Engine
#86"If we make changes to this Agreement, you are not required to accept the amended Agreement, and this Agreement will continue to govern your use of any Licensed Technology you already have access to."
You potentially lose access to epic services of various sorts, but it's a far cry from the Unity situation.
https://www.unrealengine.com/en-US/eula/unreal (Section 7)
Re: So You've Decided to Move from Unity to Unreal Engine
#87Amazes me the short memory of the dev community. So many studios and publishers could not take the risk of Unreal being kicked off and had to switch to Unity.
Unity is still cheaper for vast majority of cases too.
[1] https://www.macrumors.com/2020/08/17/apple-terminate-epic-de...
Re: So You've Decided to Move from Unity to Unreal Engine
#88Get ready to throw away everything that was written in C# to start with.
Re: So You've Decided to Move from Unity to Unreal Engine
#89Unity offices are closing due to death threats. Things going smoothly after their pricing change. https://www.bloomberg.com/news/articles/2023-09-14/video-gam...
Re: So You've Decided to Move from Unity to Unreal Engine
#90Earlier 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.
I think you missed the point. Yeah it isn’t code and it has downsides, but it is a GUI for discovering and learning to intuit the API. To not use it would be tantamount to refusing to read the documentation. When entire teams are using visual programming tools through the entire dev lifecycle (incl. refactoring and maintenance), wake me from my cryogenic freezer!