From a usability perspective, the way Unreal handles moving, organizing and renaming assets is a real rough spot in an otherwise pretty stellar user experience. I’ve recently done some contract work using one of the other popular engines out there and one of the first things I noticed was that it had 100% support for changing and editing the folder structure and asset naming right in the operating system. You can move assets in and out of the project from your file system with ease. You can reorganize and rename folders and assets in windows explorer without restriction and the changes propagate into your project.
Unreal in contrast feels like it has a very brittle set of arcane restrictions in this regard. Manipulating project assets in windows explorer, et. al. is almost never a good idea and the interfaces for doing these common operations in the engine itself feel a bit unpolished and clunky.
I understand to some extent, the technical reasons for this, but I think for users migrating to UE4 this is an area that will really stand out as needing a little bit of love because if you are used to the work flow in ‘that other engine’ you can realllly shoot yourself in the foot right away by trying to do the same thing in Unreal.
The current setup in Unreal is all very workable once you learn it, but from a customer acquisition standpoint it feels like a weakness in a key area.