From the little I have used it, UEFN at least seems like the “inbetween” with some confusing paths, compared to other engines and editors. how one gets access to assets, how entities or group of something is used, UI (some bloated space vs functional), to dealing with the collapse or expanding in the outliner can be a little messy (but I’m new to it too).
A lot of stuff the editor says “you shall not”, with little freedom at times or it will crash.
are some things just easier to do stuff through nodes or other menus? its just a little odd navigating compared to other editors and engines. and that some resources for learning more, just make things even more confusing, unless you know your way around some of the “blockades” in the editor.
How do people feel about using entities? mostly try it at the end of a project? if no prefabs and if one could create and load group of components instead and between projects, compared to the use of entities? and with the new grouping tools that could sort of flow into that creation path? unless there is other ideas and near future for entities.
Still might be something I overlook, to how general script or “function props” work with static meshes and what the idea unreal have around access and manipulation. like if entity components worked well, it could solve most of the issues one could have?
like the road in UEFN for new users, no default access to fortnite meshes? only playsets and prefabs (to “blueprint prefab” if there is any difference). with some restrictions that one might not be used to, makes the editor feel very limited, even if there is a great deal of tools and features.