Kind of agree here. Unreal Engine needs modularity badly. I guess (pulling this out of my a…) that most projects barely use half of systems unreal provides. Cannot imagine game or project that uses them all. So for most projects unreal is just bloated. Don’t get me wrong those things are amazing to play with do some indie projects for fun etc. But serious game that has 50% engine unused (but loaded to memory) esp on android and consoles i cannot see reason for using unreal in that setup. Then whole mandatory cooking (means no mod support, hard time doing patches or addons that do not require downloading 80% of files (for eg. because of bug fix (like fixing typo in gui or item name) in single utility function that created cascade of changes in almost every part of code). For now for me Godot has less kicking with horses contests than unreal, I rather code that spend days trying to go around some “features” that unreal has.
I hope unreal engine 5 will have some serious redesign on how unreal works.