I love the engine but why is it so bare bones?

Thanks for the explanation.

I guess it’s a matter of what different people are used to.

In our case coming from a traditional animation background, we tend to do everything even a prototype in the 3d app and measure everything there in terms of scale, layout, etc… then move to stage 2 (in engine) rough lighting lookdev, later to assembly and so on.

I guess building even a wall in unreal will take us more time because we still have to compare that wall with our assets and make sure that those match up to scale etc… We would worry about UV and collision much later on.

Also it would be a big no for us to edit or touch up any imported asset on a model level in the engine as this would create conflict with the original asset shared outside the engine.

I guess I saw the presentation with someone editing this sort with VR and that just further added to the confusion, I’ve said it before it’s simply alien to us to have an artist using VR editing this way in a production environment, it’s not only tremendously slow/not intuitive, but will also burn our eyes 10 mins in, sitting in front of a monitor all day is bad enough : ).

A VR game I may understand but actual work is simply strange.

Anyway thanks for the replies.