Best practices to build upon Lyra

I’ve seen your writing on the topic of Lyra and it’s been a tremendous help. Great stuff!

It’s clear that a lot of annoying stuff is already taken care of, and I of course appreciate having all of that in a final product. My initial assessment of Lyra was that it’s Epic’s attempt to make “The UDK of UE5” and so far that intent has more or less been confirmed (though not in those words) by Epic staff.

It doesn’t address my concerns regarding prototyping and what the most time-efficient way of doing that is when developing atop Lyra. My perception is Lyra adds a lot of extra architecture on top of an already architecture-heavy engine. Do you think that using Lyra as intended speeds up your prototyping process or slows it down when compared to throwing together quick-and-dirty Blueprints? The long-term maintainability benefits of Lyra are self-evident but when you’re developing commercial indie games of small-to-medium scope for a living that is rarely the wisest thing to be prioritizing.

So I think the core question is this: What prototyping process are people using for games built with Lyra? Do they start with a rough prototype built outside of Lyra’s framework in service of fast iteration time and then convert it to Lyra’s architecture once validated, or is using Lyra as intended actually speeding up that early iteration/validation process?

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