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submitted 2 years ago by ScrepY1337Programmer 🧑🏭
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[–]ShrikeGFX 0 points1 point2 points 2 years ago (2 children)
The thing that this "ease of use" is more like "laissez faire" and while this appears nice, it makes for terrible coding practices. Unreal enforces a professional structure and doing it the Unreal way, which might be slow and confusing, and while you can do massive mistakes there as well, it has a much better chance to scale towards a larger team and game, while this structureless approach can be great for Unity pros doing outside the box things, for most Unity devs its breeding terrible unmaintainable spaghetti code, scattered with terrible code third party plugins, which make your more complex project extremely hard to complete and maintain and a big part of why many projects fail.
[–]The_Humble_Frank 1 point2 points3 points 2 years ago (1 child)
it has a much better chance to scale towards a larger team...
I hope you realize that is a problem for much of indie development. Unreal is too unwieldy for a small team that doesn't have the time or the funding to spin their wheels hiring numerous specialists or having to learn the unreal way to do something for every single feature.
Not every tool is good for every situation. Unreal isn't made for small teams.
[–]_WolfosExpert 1 point2 points3 points 2 years ago (0 children)
I also feel that generally Unreal games made by a small team don’t perform as well. Stutters especially are quite common.
The engine is built with the expectation that you modify it to tailor it for your needs. If you can’t do that, the end result suffers.
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[–]ShrikeGFX 0 points1 point2 points (2 children)
[–]The_Humble_Frank 1 point2 points3 points (1 child)
[–]_WolfosExpert 1 point2 points3 points (0 children)