[=MaZi1;315841]
Not sure, but maybe it is possible to keep a better eye on backwards compatibility between versions.
I just spent three entire days retuning my project, that I worked on for many months, after switching to 4.8.
It is really big, and it takes a lot of time to discover things like ‘generate overlap events’ and so on being switched off after conversion for some actors.
Effectively, you have to do an entire beta-test again to discover any potential conversion flaw with a conversion like this.
Not to mention physics being completely different.
I perfectly understand why the Ark Survival guys were still on 4.5.
It is really high risk for a large project to update with sloppy conversion stability like this.
If it is like this, you have to run the entire beta tests again, all basic things, because you can not rely on clean conversion.
I know you are just a small company and other engines have more testing people and developers at hand, but please be more careful next time.
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Hi
Unfortunately, this is something that is always a possibility when converting between engine versions and is why we highly recommend sticking with a single version unless you need to update to a more stable build or the new build has features that you need to work with. There is a possibility of corruption between engine versions, workflow changes may occur, or new bugs could potentially be introduced that can cause an unknown number of errors. Upgrading every version in a main project is always a risk with software that is under active development. If you do convert to the next version, always ensure that you make a copy of your project as opposed to converting in place to ensure that, if there is a problem, you have a way to backtrack to a stable point. Additionally, please make sure to report the bugs on the answerhub (http://answers.unrealengine.com) so we can address them as quickly as possible.
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4.8 Is what finally drove us away from the engine for the type of game we are creating. It had a slew of bug fixes and features that were necessary for our game, but would require us to essentially re-do 6+ months of work. The inconsistencies between PIE, AMI, and the cooked version were just to insane.
Unreal seems like it is a perfect choice for larger titles that have the resources to lock into a version, and a team that can pull bits of the repository to fix what they need. It also seems like if you are sticking to the “Unreal method” for physics and pawn interaction, PIE/AMI behave correctly.
Unreal is not acceptable for any other type of smaller game that breaks those rules, nor is it really all that great for 2D. We ended up switching to Unity, and bypassed our progress in Unreal within days.
Edit: Please know, I am a huge fanboy of Unreal and Epic, it really bugs me to say this. Unreal is a wicked awesome tool, it just wasn’t right for our needs. Epic is epic.
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I’m sorry to see you go, , though we certainly understand that you need to use the tool that is best for your project. Hopefully we’ll see you in the future when the engine better suits your needs. Is there anything in particular that were trouble spots for you or that you think we could do better? We’re always willing to hear suggestions on what we can do to deliver a better overall experience!