Holy crap, I’m so done with this engine. I can’t drag and drop a simple fbx as a static mesh without having it tell me it failed without telling me why, it works when I import into the level but then it imports a bunch of other crap, it renames all my assets, and my meshes are all tiny no matter what transformations I apply. I can’t export different objects with the same placement and pivot point, so all my objects are a jumbled mess in blender because they all have to be at the world origin, and then I lose where they are in relation to other objects, so my only options are to create an frikin armature and have everything be one object, or remember the exact coordinates where an object is before I apply the location for it.
I have to go through a thousand fing loops just so that I can make the lighting more simple, name everything 10 times, spend hours figuring out something and then have it work anyway by exiting and reloading my project, and every tutorial and forum online says to do something different and that the other way of doing it is wrong.
I’ve spent the last 9 months trying to learn this engine and I can’t believe that you have to have learned even more in order to be able to do the most basic stuff. I feel ■■■■■■ off and am crying from frustration that I’ve spent this much time on this software, and I’m ready to walk away from it. This rant is a last ditch effort in case anyone has some sort of godsend as to why this engine is so freaking awful.
I get that you are ranting about the fbx import or lighting or simplisity of learning this engine but honestly I think that is just a skill issue on your end.
I think this engine has massive issues with the codebase and how they handle things rather than the problems you wrote down.
Main issues why I hate unreal.
When changing structs made with blueprints you must go over every blueprint that is connected and recompile the whole blueprint. If not done, the engine crashes constantly.
I had more unknown crashes in published versions and in editor at least once a day.
When I made stuff with unity, I never ever ever ever ever had a crash.
Now you need to go through the engine code itself in order to find out what edge case the dev teams has left over for you to figure out. I am going through one right now. Turns out when using SetLeaderPoseComponent you cannot set the leader from a child skeletal mesh and all skeletons must be the exact same. My engine freezes when looking at that asset but no warning no error messages just freezes the engine and you have to figure out what is wrong and where.
dev teams here are rather busy making unreal 6 and metahuman and strange physics simulators to ramp up investors and make youtube videos instead of fixing bugs that constantly crashes the engine every day. A crash is at the least good, but when the game or editor freezes you are out of luck figuring out what when wrong from your ide cuz your ide freezes as well. It might be a corrupt file. A code memory loss, or whatever it is you need to be a detective! Lets get that deduction skills into work!
I appreciate your honesty. (That’s my first “skill issue” I’ve ever gotten ) In another thread I was advised to try using the gltf format instead and that seemed to work quite nicely, along with using a project I started after 5.6 released. But I wish that it would be easier to do with projects that are imported over/converted to work with 5.6. It’s just very finnicky program.