I’m a professional developer and I’ve been using this engine for 6 months now.
This is really the best looking engine ever with an amazing effects system and great designer tools.
It is been made to easily add new contents but it is more a set of great designer tools than an engine, sometimes I feel like I’m using an Adobe pack.
There is no clear pattern or guideline to follow, not in documentation and not even in the engine itself.
The only guide that I found was “first use brush, then static mesh, then refine”.
There are too many ways to achieve the same results and it is not clear which is the best approach to use.
Just think of spawning a pawn and make it move forward, If I can think of more than 10 ways of doing that, something is wrong.
There are too many incomplete components.
Sometimes you expect a feature,
for example there is a draw sphere and an overlapping actors sphere, but there is draw cone without an overlapping actors cone!
And sometimes they are just incomplete, like PawnSensing that has just one event that fire when it sees someone, just that.
There is no “not seeing anymore event”, you can’t fire it manually so it can’t replace overlapping sphere,
and you can’t use the cone area to do anything at all.
And now with the new Behaviour Tree it is even more useless since you can’t combine those 2 features together.
The Behaviour Tree it is even more absurd since it is a simple state machine and the state machine is the most basic form of coding, but still I find easier to
write all the AI logic from scratch than using that.
The blackboard is it even more strange to use, it is just weird.
There are many errors that should be fired at compile stage,
for example if you add an input movement to something that does not have a movement components it will not work but it will not fire any errors.
AnswerHub is filled with perfectly compiled code that don’t work just for similar problems that could be easily solved throwing an error at compile stage.
Sometimes I feel like there is a big try/catch everywhere.
There are new features that have been added without being designed first,
for example hud widgets are not clear on how they should be used (and you can even read developers in this forum telling you that),
should there be a main container? Should the main container be a widget itself? It is better to just add multiple widgets to the character itself? What happen to the old draw hud method? how those features lives together?
And even simple things like padding, margin or borders are things that takes too much time to do.
You can create incredible things as 3D widget but HUD widgets are far worst than the oldest HTML.
the official documentation is lacky,
for example there are no guideline on how to use event-graphs, most of the examples are not explained, not even in video-tutorials or in step-by-step tutorials,
they are just a copy-past of working code.
Quite often code could be made far easier and there are only examples on really basic stuff or extremely specific stuff, but not for common actions. Once again, AnswerHub is filled with the most basic questions.
Basically this seems to me like a bunch of useful tools and features, they are really amazing but they do not live together in harmony.
Everytime I have to combine 2 features to get something else it is a nightmare.
It is not a framework to me, it is fine to use it in the boundaries of the templates that you created, but nothing more.
Now please consider that I spent time writing this feedback, so I’m not a hater or a fanboy or whatever, I really think that there is a lot of potencial here,
but I can’t stand the frustration that I get from using it.
I think that you should stop rushing to implement new features and redesign what is already present. It must be made more fluid to use.