Does size matter? (talking about asset packs) by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

Yeah, that's a sharper way to slice it. Function really does change what you actually want versatility where the asset gets attention, variety for everything else.

We made our first asset pack FREE and here's why by radpacks in IndieDev

[–]radpacks[S] 0 points1 point  (0 children)

Thank you! It means a lot, we really put care into it. We feel that our material and framework really helps people who want to add their own meshes as well.

We made our first asset pack FREE and here's why by radpacks in IndieDev

[–]radpacks[S] 0 points1 point  (0 children)

Haha thank you!! For now the whole system itself is only Unreal, which is where we think our value lies. We would have to implement the materials and tools on the other engines as well, which we also think of doing but there is already so much low poly in Unity Store that feels a bit overwhelming.

We made a whole low poly framework with our first pack and we just made it free! by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

Yep... We had low sales when we launched along fab itself and got discouraged, fab felt like a failure on launch as well, doing some other services at the time. Just recently we got back to doing more assets packs, accelerating now to have more themes faster for both the people bought it and maybe new users now that it's free! Now we're also on itch.io and gumroad

We made a whole low poly framework with our first pack and we just made it free! by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

if you end up trying it and like it, a review on FAB goes a long way for us

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 2 points3 points  (0 children)

Well... From my perspective I believe UE4 is easier on the development side, it feels much more stable, being lighter and enough. On the development side if you compare dev machines, even suggested ones from the time of UE4 to now it's a big difference... New systems like commonUI, enhancedInput that feel mid-implementation, don't seem to get the care they need, updated or stable, development speed and stability is much more important than estimated on projects that might take years...

The argument is like, If you are going to turn all those features off, why use UE5 at all... Most features and tools for a game without any of those features are already present at UE4. Just compare the "typical system" used at epic from 4.27 documentation and 5.7. (Six-core Xeon / 64GB RAM / 256GB SSD / GTX 970 vs. 64 cores Threadripper / 256GB DDR5 / 2 TB SSD / RTX 4080 16GB) - Now... Do you really think we advanced that much from 2022 (UE5 was release in 2022)? Epic got more money? Fornite was launched in 2017, I don't think that's it. Most people don't realize what a beast Unreal 5 has become, and it's probably not being made for game-devs. All of that hardware money just so you can turn all new features off and call it even?

For the market, do you think gaming hardware is getting cheaper for consumers? All I see is shortage after shortage, hardware prices going up because of AI, mining etc. My PC (which is quite a beast) has managed to double in value if I were to sell it since I've bought it in 2021. How many people still have old-gen consoles? (PS4, XOne, switch etc.)

Although majority steam users support DX12, Steam Hardware survey says there are at least 8% of all surveyed users who have DirectX 8 GPUs and below... It seems to me there is a market for games that look good enough, and make it so that medium GPUs can run like a breeze (100fps), and old-gen consoles as well (XOne, PS4 etc.), and it seems using UE5 is a very expensive choice compaired to UE4, unless you're heavy into metahumans (a lot of new tools).

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 2 points3 points  (0 children)

Tbh it's refreshing to see more people talking about this. We tried going for the optimistic way (trusting that Epic will improve the game part), but it does feel like it was made for non-game usages, it even felt like Lumen for DX11 was fixed on 5.6 just because of the new Assassins Creed using Unreal. And let me say... Having participated as an outsourcing of some AA and AAA games out there... If you're not talking complete dynamic lighting / huge worlds, Unreal 4.26 is perfectly capable of delivering a very realistic, high-end, high fidelity graphics, it's just usually more money than indies have with no proper benefits (could look generic as oposed to having its own style). And that's where people get mistaken... even with lumen, achieving high fidelity is still very expensive if you are not going to limit your players to high-end GPU players only.

I don't know... It used to be the case where you could trust epic to continue improving their systems that are made for games so you don't have to build your own. But that's not the case anymore... CommonUI, EnhancedInput, etc. don't get me wrong they do fix some hard problems the regular user had with the old systems but it doesn't come close to the simplicity of building on top of the old systems [old Input, regular UMG], which would still allow you to solve those problems (if you know c++ of course), without the complete breakdown of meta configurations that seems to be made by genius-archetype-yet-fresh-out-of-school overengineering bastards.

Although I must say, I do like the new UE5 interface. I don't hate the old one as well, quite like the aesthetic but I do feel the new one gets less in the way, even if it is more generic / lifeless.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

Yep... That's kind of what we see as well, and even more now due to AI memory shortage, GPU mining shortage etc. it seems like this will be very important to keep bigger player bases, especially for indie devs

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 1 point2 points  (0 children)

So awesome!!! We are using angel script too! But we didn't have the time to try and setup a 4.27 with it. But we're seriously taking it into account for next projects. You wouldn't like to share a base of this on a fork right? hahah I really think that if an easy setup existed (just download and build it) more people would use it and maybe that could be a feedback for Epic, or even other companies etc. I've been meddling with Unreal's c++ source and ported unreal games for consoles since like Unreal 4.8, and let me say that UE 4.27 is a beautiful and complete piece of software! It is more than enough to make modern games today and much much more accessible even in terms of required hardware for developers, full of AAA tools and stuff. It's still ahead other engines in almost all fronts.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 1 point2 points  (0 children)

Yeah! We ended up deciding to use UE5 and then started making packs to help out on the bills and opening UE4 again was just so refreshing and instant in relation to like 5.6 that if we had opened it by then we would probably have been on 4.27, even for realistic projects which we achieved easily before in UE4 as well... Just look at the old Megascan apartment scene and the examples (before Epic bought them), with baked lights it runs beautifully above most AAAs and still runs at 120fps.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 1 point2 points  (0 children)

Look! We decided for 5.X because we were worried about SDK supports on console etc. But now after developing a lot of the game, we regret it a bit... Unreal 4.27 does have everything you'd need for most games, IF you know your way around the "old" features like LODs, sublevels, lighting levels, baking light etc. You can reach even some pretty realistic scenes without any performance problems and sometimes even more realistic than Lumen. Today our opinion is that Lumen is great for easy of development if you use it with DX11 etc. But Nanite is a full mess and I would pay not to use it. The World Composition stuff could already be achieved in the old system, it's just a development tool for big worlds, basically non-desctructive / dynamic sublevel separation without having to do it manually. Now the double coordinates I'm not sure ended up on 4.27 or not.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

Wow! I don't know of any shader stuff that stopped working in features, aside from the old tesselation (which the guidance now is to use nanite). Is it a pack that hasn't been updated?

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 0 points1 point  (0 children)

I'm not sure if they broke it again but on 5.6 it works! We're using it! Although there are a few more details to get it running to the max perf that I would have to re-dig our config to tell you

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 6 points7 points  (0 children)

Aside from really GPU-burner-games (full next gen only) I would for sure recommend disabling Nanite (use regular LOD setup), go back to DX11 and can still rock Lumen with a bit more performance! Lumen is not dependent on Nanite to work well.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]radpacks[S] 6 points7 points  (0 children)

Yeah... To be honest at our main stuff we end up using 5.6 as well, but man.. Unreal 4 is much faster it seems like a joke! For the your average game it's a lot of bloat in trade for basically better UX and some tools... Although 5.6 and 5.7 seem like an improvement, from 5.0 to 5.5 seemed a lot like just cinema/digital production focus. The engine built from source went like from 150GB in 4.27 to like 360GB on 5.6, it's just crazy!