What is your general experience level with programming, as well as UE4 (are you a professional coder? hobbyist? Used UE4 before?)
C and C++ programmer for over 30 years. First time with UE4 or any Unreal engine. Professional coder, now the lead programmer on this current project.
How easy has it been to find information? How useful is the official documentation? What do you think of AnswerHub vs forum? How much time have you spent reverse engineering the source code to figure things out?
Fairly easy, although there are several C++ functions with little or no documentation. But you can always go and dig through the source. That’s difficult and time consuming, but it gets the job done. I search AnswerHub for almost everything, then try the forums for whatever I can’t find there, then finally resort to starting my own thread.
Bugs - Have you found any? How does it compare to other software.
Not really any true bugs, but I have run into multiple features that aren’t yet implemented.
- Generic joystick support – I can’t believe such an advanced engine doesn’t support simple PC joysticks. I’ll probably resort to using a plug-in that I found here on the forums.
- Reflections on transparent materials – Not a really big deal, but it would be nice, and it appears that support is coming for this in 4.8
- Attached actors do not collide – This is a huge problem for my project, as the entire game is about building things. I lost several days just figuring out why this wouldn’t work, still have no decent workaround, and don’t even know if a future version will address this.
Updates - have they been a pain due to breaking changes, or generally good due to better features?
Updates have been very smooth and have not caused any problems. In fact, I’m hoping that 4.8 happens a.s.a.p.!
Productivity - From a coders perspective, do you find you make reasonable progress? Do you find yourself taking longer/shorter to get things done vs other engines?
Great question, and something I’ve been asking myself very often since switching to UE4. I’ve used Unity, Irrlicht, Ogre3D, and probably a dozen completely custom in-house engines built directly on OpenGL or D3D. I made the jump to UE4 because it simply looks better, in terms of visual effects, than any of those others. Plus, I’m tired of doing the full-custom thing. There’s just no need these days. But what I do miss about those other engines (and Irrlicht really shines here) is that they were distributed as simple libraries. So, for example, in Irrlicht, you add some code in Visual Studio, press “Run” and your game just builds and runs. It makes sense. The way UE4 is completely centered around this editor thing is awkward to me. I barely use any of the editor features, aside from materials and particles. But this strange distinction between playing in the editor and a “packaged” build took some getting used to. And I don’t really like the way that sometimes, I can’t just hit the “compile” button in the editor, I have to close it and rebuild and then re-launch it. And the difference between “cooked” and “uncooked” content is a little cumbersome, as well. I would prefer to just have a material-editor and a particle-editor and a whatever-else-editor as standalone tools that I could just run when I need them.
General Pros and Cons - What have you loved or hated? How have you found the experience?
Well, those gripes above are very minor gripes when you consider the unbelievable overall quality of UE4. I can’t really complain about the price, either. And on top of it being both the best and the cheapest, they give you the source code. So, yeah, I’m pretty sure we’ll be sticking with UE4 for the foreseeable future. And it only continues to improve. The frequency of major updates that Epic makes has amazed me since I first started following them.