Is Unreal Engine for game developers or for engine troubleshoothers?

Let me guess. Now you have two copies of health blueprints, and your ammo blueprint has just been overwritten and you lost the ammo blueprint.

What if you had 200 meshes in your level all with Null static lighting Errors on 20 of them or 50 or on all of them and then you gotta go through each one to individually fix. We never had this kind of trouble with Red. With red you just hit the combination keys to build the lighting, and and it renders it. But Red only had a few basic shaders in it so lighting was very fast… But this engine has got advanced shaders in it so it takes HOUR OR LONGER for lighting to all calculate and with that come in all the troubles with meshes fussiness from the engine but underneath all the nice graphics, the code is brittle, its all in millions of pieces, and shatters quite easily. So you really need to know what you’re doing in this engine because its fragile.

So my tripmine weapon now all works fine in Version 4.8 but now there’s no way for me to migrate that over into my project which is in 4.12 and its all thanks to the particle emitter editor constantly crashing the engine in 4.12 to prevent me from setting up the laser particle emitter for the laser tripmine so I had to set it all up instead in Version 4.8 which is ALOT MORE STABLE with the emitter editor than Version 4.12 was. but now the laser emitter is now marooned outside my project and I can’t get the particle emitter object now into my project. All I need to do is only migrate the particle emitter settings for the laser over into 4.12 but it won’t do it.

That is a time where you really wish the assets would just transfer over into a higher version of the engine instead of saying, cannot
import uassset, this file format is not supported.