Engine Wars...How do you explain UE4 to other Engine users?

People don’t even look at this aspect. They don’t account for the cost of time it takes to properly implement, learn, and setup all of these addons. They don’t account for the inefficiency and the extra optimization you need to mess with to get things to work efficiently. You want multi-core compatibility through Unity?..you’ll be coding and optimizing that on a per-project basis.

UE4, while being massive compared to Unity, runs MORE EFFICIENTLY for many things out of the box. In Unity I stress test pathing with 300 Agents and end up with a frozen editor (sub 1fps). Everything is so CPU bottlenecked in Unity which is why it runs so well on lowend hardware. I question whether Unity even fully utilizes my GPU properly. I guess I’m supposed to code in AI staggering so that only X number of Agents path per iteration…I have to learn the messy code that the person who created this addon wrote…FOR EVERY PLUGIN I BUY. I had to do it for A* pathfinding project. I had to do it for UFPS…it’s tiring and time consuming. I CAN’T EVEN TEST REALTIME GRAPHICAL PERFORMANCE UNLESS I SPEND $1500 ON PRO UPFRONT WITH NO RETURNS.

In UE4 with the same rig, I stress test pathing with blueprints running on 500 Agents and end up with a 15fps drop on Epic settings, which my PC cannot even handle properly graphics-wise. While learning the UE4 way to do things (function/class names) can also be time consuming, I’m finding that the solutions are actually simple and straight forward. I’m usually slapping myself after I realize how straightforward many of the solutions are.