It takes several years to develop a game in unreal if its a major project. You might be going through alot of updates of the engine during that time as are building your game. Each time they update the engine build, something in the code gets broken somewhere or blueprint nodes get changed… I KNEW the code was broken, I KNEW the engine was unstable, I knew the system was set up all backwards because the editor is separated off from the engine because the code and is broken up in bits and pieces in little isolated islands in the sea and you got to create
all the links all between the isolated islands to get them to all understand each other in order for them to work as game components.
So the engine is not in game components, the code is actually in thousands of pieces that you have to connect up with either classes
or Blueprints to piece it all back together again as game components.
In Unreal, we are spending most of our time under its hood to try to find what went wrong with it. And because its not
engine version friendly, each time they get a new version, something else breaks in it. The engine works but its unstable…
Because everything is in broken bits and pieces that you have to assemble to patch it all up to get it all working, It is going
to take a year or possibly more to get anything major done in it even with the marketplace coming to the rescue
now to try to speed things up.
GREAT…,ITS NOW WORKING I can see it working in Mantinee, now I can now do this cool move… OOPS, WELL MAYBE NOT…
So You instruct the editor through the user interface what to do and you would think this now makes all the code islands all talk to one another as you are changing the user GUI settings of the editor on configuring all your meshes and setting up your animations and stuff in matinee or sequencer, but no after instructing the editor on what to do with your animations and meshes stuff, you have to talk to the islands in
blueprints or instruct it through classes with Visual Studio, isn’t that ironic?, the user GUI interface already knows what to do, Mantinee knows what to do, you see it all happening in the editor on the screen its playing all your animations and all your blend spaces and so on on the screen, its all working great in preview, it took you an hour just to set that it all up in the editor, and you think now you’re all done you can just go now and play the game and you have all your animations working, only to find, nothing happens because it was just only cosmetic changes that don’t even effect the engine so its not talking at all to the engine and you have now spend another several more hours to go into the C++ classes or into the blueprints to bring out all the little islands and start wiring them all together so they can all start understanding what the user interface is trying to do, So that’s the way of doing things, doing it all back to front putting the cart all before the horse, why well because I think it was a bunch of guys who thought of setting up the games this way. That’s why I think its called Unreal. Because the engine is unreal in the amount of misery and trouble you have to go through just to get the engine to work for you.
HUD EDITOR NEEDS IMPROVEMENT
I want to see an improved hud editor that has the ability to do dialog without me having to create a new hud blueprint for
each dialog piece all the time just to put a new dialog piece on it and ending up with tons of pointless hud blueprints
because I can only see one page for the Hud when there should be the ability to add in new pages or layers to the hud so you
can hide also text dialog on different layers if you want and then you can use that layer to get unreal to look up a piece of
text in a file with the speaker name id line and then pop up the speaker picture and text in the hud.
Surely these programmers at Epic are intelligent enough to recognize a jump, a run, and idle and so on animation and
then just tell Unreal engine to create all the blueprints and state machine automatically for them when you are done setting up
in mainteee with all the blend spaces or animations you want, can’t it just read all the data from the Matinee setups to determine the state
machine to create? and then you can add other parameters and variables to it later on if you want to customize it?
LACK OF READY MADE COMPONENTS
The engine should’ve come with alot of ready made game components SO THAT YOU only have to customize those components and DON"T HAVE TO DO SO MUCH wiring up just to build the components but no they left that instead for the marketplace to do (go figure). And that’s why they have to come out with these blueprints modules now on the marketplace to make up for all the isolation that’s present in the engine.
We have isolation in the engine that is like the Grand Canyon in Unreal.
NOT VERSION COMPATIABLE FRIENDLY
The engine is not backward compatible so it remains broken you can’t always load back in those uasset save files if your engine version
is not the same or higher as its not backward compatiable so problems can arise… Apart from its dazzling shaders
and graphics that it does gives your games alot of power when you go through all the trouble of piecing it all
back together again, but under the hood of that Ferrari is a Humpty Dumpty that’s sitting on the wall and
Humpty turns out to be a fat ugly pig wearing lipstick.
Why didn’t they just list all the engine errors during the cook stage of the project instead of trying to do it
continually during the editing stage where we have to make many millions of little changes all the time to our projects
as we are building up the game?. I thought that surely the time for checking projects for any engine errors out should
really be left last during the final pack stage.
But no they set it up so the engine checks for any errors continually as you are building the game. so the result,
the engine just pulls you up on error after error after error every half an hour or so so you are spending more time
fixing up engine errors than you are in editing the game.
So the guy is right who brought that up in here about spending more time fixing up the engine errors than
you are in developing the game. That’s why it takes SEVERAL YEARS to get a major project done if it ever
gets it done… Even the guys making the tutorials warn that the engine crashes often on them and warn others to save and compile every time
you lay down any blueprint nodes that’s how UNSTABLE the engine is. So EVEN WHEN ITS ALL WORKING
the engine still keeps on crashing on them when editing in blueprints…
So when it all works it becomes a powerful engine when putting in all the HOURS in wiring up all the classes or blueprints nodes and then the Ferrari will work and it goes all great until the tape begins to snap somewhere as soon as they do the next
engine upgrade. then its back to Brokeville to try to fix up Humpty again.