They bought TrueSky from Simul - ://simul.co/truesky-ue4/ - I’m sorry but downloading a source-code from GitHub from another company and recompiling the engine after “adding the zipfile to the project” (See ://docs.simul.co/unrealengine/) doesn’t really qualify for me.
Grab the game, throw the executable in IDA and thanks to the supplied PDBs you can see all the automatically generated classes made from Blueprints - you can also find the original blueprints in the /content/ folder. If you have Hex-Rays you even get fully labeled source-code.
The missing respect might be because when you look at the game it doesn’t really look like veteran game-programmers made this. Executable “ShooterGame.exe” with PDBs in the binary folder (cheaters/hackers love that one!), the original uproject file of the example, the purchased assets from the marketplace in the content folder and their corresponding uasset files, missing/unconfigured LoDs that causes the framerate issues, playing a 108 MB 1080p movie loop in the background on the main cpu while loading the game-assets/levels.
Now don’t get me wrong, it’s a great game in the end and it surely shows that even without a lot programming skills you can deliver nice looking games with Unreal4 and get the job done which is great! But don’t try to sell me “Veteran Coding Skills” when you executed a bat-file to get the engine automatically altered and released the game based on an unreal4 example with full source-code based on blueprints while the executable has been compiled in fully debug mode with the linked pdb right next to it.