Bit sad that Epic Games is losing so many developers to Godot because their first user experience is the way it is:
-One of the most crucial windows (content browser) is hidden from view the first time you access UE and UEFN, and any click hides it away. I cannot think of one reason this workflow is useful, yet its the default
-There is a lot of unnecessary clutter in the outliner when you start a new project, which most users will never use, especially when they start their new project (like datalayer actor, or HLOD folder for Unreal Engine). Why throw those features to a new user before they ask for it? Keep it simple, even a blank project looks complicated atm.
-Basic actions that the user want to do in UE (and UEFN) is to click something and delete it, to start new. Some actors in a new scene cannot be deleted directly (like landscape) and cause issues when multiselecting other actors (landscape gets selected no matter where you draw a selection rectangle, super annoying)
-Terminology doesnât match the standards of the game industry. Everyone calls content either âpropsâ or âobjectsâ but only Unreal uses the term âactorâ and from a logical point you can not guess what it means, I initially thought actors were characters cause of stage actors, but actor can be anything.
-UE/UEFN both needs a UI overhaul, really, really bad. It will take work, its the hard thing to do, things will break, but it will be totally worth it. Just look at blender and FL studio, both took the step and now their software is more user friendly
-UE/UEFN throws technical quirks at you due to its infrastructure all the time, it makes its problems be yours, and a tool should solve problems, not create new. Infrastructure calls for underscores? You have to abide. Only on content browser though, outliner is good.
You want to use a number as the beginning of a name? Cant do. Accidentally named something like with DOuble caps? Cant rename it now, because it counts as the same file. Want to delete something with your mouse? You have to right click, then find edit, then find delete (only software that keeps such an important setting in a sub-menu).
Please address the first user experience to ease the curve of learning for new developers. Its just sad to see so many developers instead of switching to the powerhouse that is unreal to go to Godot instead (donât mind, just a missed opportunity is all) even though this engine is extremely powerful.
Here is an experienced Unity developer trying UE5 after 10 years and stumbling into most of what I stumbled/mentioned: https://www.youtube.com/watch?v=CUkM0KwCXjA