Is Unreal Engine for game developers or for engine troubleshoothers?

You should be testing any updates in a isolated/copy version of the game to make sure that it does not break anything.

Large changes to anything late in development can cause setbacks due to breaking changes and bugs.

HTH

Ah so that’s why half the video tutorials are broken. All this upgrading, they don’t alwys work on the latest version because those tutorials were written for older versions. unreal is sorta of like playing ‘Keeping up with the Jonses’ all the time.
I can’t do much in unreal with just 16 gigs of ram… And even if I do, it slows the engine down. Unreal may
need 32 gigs to stop the crashing.

.

Which is another downside of this engine.

I’d love the Engine if it were more consistent and with less bugs. Unfortunately, things are different and I’m seriously deciding to let bygones be bygones, dropping my developments with the Unreal Engine.

Not sure why it’s used by some big game companies. It’s too buggy for me. And I don’t want to be an engine troubleshooter.

No, if you can stick to earlier version, you should, every next one only adds new bugs(and crashes, lots and lots of crashes) to a pile of unresolved one, at least in my experience.

Not only that.
If your game works with the earlier version, it will most likely not work anymore if you update the Engine.

This is one of the MANY things I don’t like of Unreal Engine.

Just release one f**ing version!

Now most of the tutorials on the web are completely useless and deprecated with newer versions of the Engine.

What a shame.

Yes the engine is buggy. But most game engines are. But trying to set up the 3d models and animation in Unreal Engine is a huge headache because I need to find a modeler guy who knows how to set them up in this engine… The engine dosen’t allow you to edit the models if you run into trouble with bones and stuff. I like Game Engines to have everything in them in case you run into trouble… The Static Mesh Basic Building Blocks are not optimized, so it slows the engine down, the engine is also VERY TECHNICAL down to the fine wire, so you can write a telephone book on the number of bugs and errors Unreal will pop up with if eveyrthing is not perfect the way it wants it.

The workings of this engine is just A LITTLE TOO TECHNICAL for my tastes, the technical aspect of the engine goes down pretty deep like a rabbit hole, its not really an engine for the beginner, its more for advanced users who understand all the technical jargon behind it and for that you need years of experience, the engine seems to be optimized for only importing in other 3d meshes from other 3d modeling programs. and the engine is not designed for huge outdoor worlds with its default building blocks because when you do try to build it with that, it starts to slow the engine all down. so machines with only 16 gig of ram are just NOT POWERFUL ENOUGH. heck I couldn’t even load Infiltrator Demo up into the edtor beacuse the editor crashed when trying to pool all the textures. And I think it crashed because I didn’t have enough ram memory to cache all the textures.

I think Unreal is used by big game companies because it has some of the best graphics so they put up with all the headaches, because this engine even causes headaches for professionals as well. not just those who are not familiar with it.

I wrote my game out in simple batch script code All 173 thousand lines of it why? Because it allows me to develop a game and see how it works before I think of putting it into a 3d game gine, and It works, but its a bit buggy… Because I haven’t debugged all of the script yet.

didn’t know about that. what a shame!

For this reason I admire those companies that make their own engine

Well in my opinion Unreal 4 is far from being an engine as a completed project that we as developers would still be waiting to have access to as expected from all AAA engines available. I would not even consider it to be the best if choices where based on finesse of design or if awards were being give out and it’s clear with the ongoing updates that Unreal 4 will always be in some state of being in beta.

But

As part of the bigger picture I assume Epic has in mind is the ongoing improvements with community based fixes and feature additions it’s about an engine designed for developers by developers and many times postings in feedback are handled quickly and with in short order.

If the deal is that sometimes Unreal 4 does not behave the way that I expect but Epic is willing to listen as to bug fixes and feature updates our band of rebels are putting together needs then that’s a deal I can work with. If I can help them to help me then that’s a win win. :wink:

In a lot of ways I feel Epic’s approach to distribution is unique and innovative as the engine design is future proof as to the next best thing that comes along and although “every” engine has their problems how often do the other guys update with out a total new engine version?

Most people forget that other programs (not just game engines) have tons of bugs. I do remember that 3dMax 2016 was crashing while working with CATrig so many times that it was not even funny. And it was like that in 2015 etc too.

I am not going to protect Epic by any means as child actors are main concept of my template and where I suffer the most, but I am at least happy that Staff of Epic comes by and checks the Bug Reports section of answerhub constantly. They even checked personally what’s wrong with my template by downloading it from me. That’s not something everyone does.

Anyhow, that’s my 2 cents.

As for Number 3 , why Indie developers don’t go very far with no 3, making the game nice and big, is because with 3d games you gotta pay out for all those many license fees for all the assets and models to use them for commercial use if they are not been all custom made by the company, which can add up to a million or more dollars for making a game with a big gameworld to go commercial. its not cheap to make a game commercial because of all these licensing commercial fees you have to pay if you don’t use custom assets.

People think that making games is easy money because all you need is an engine, a computer and yourself. If you are aiming to get millions of dollars, make sure to prepare yourself giving a very good amount.

Or create your team. /shrug

Yeah Epic said the ideal requirement for using the Unreal Editor is to have a machine with at least 32 gig of ram and 1tb or more of hdd space. 16 gigs of ram is just not enough and that’s not the kicker, since I went to a tech guy the other day about ram upgrades, as my machine is a HP Pavillion 23 desktop, I just found out that 16 gig ram is all the machine can be upgraded to so it can’t be upgraded any further. And shoving a couple of 16 gig sticks in it won’t work with the motherboard of that machine… What a waste of HP even manufacturing these machines if their memory cannot be stretched beyond the 16 gig…

Yet windows operating system supports up to 128 gigs or even 1tb or or more of ram, so somethings not right here, why are these companies producing so little ram in the destop computers that it does not match up with what the windows operating system can handle.

These companies like HP should be producing machines with 64 or more gigs of ram in them at least… but there’s only two 8 gig slots in my machine for ram and there’s no spare
expansion slots because they didn’t manufacture them on the motherbord, what a joke. No memory expansion slots no more?

Second, that’s why the developers of Sacred 2 had dumped Unreal Engine and developed their own game engine to do their vast open world game in. because Unreal Engine just could not handle doing a huge seamless open world at the time with thousands of enemies in it.

I think Its all because we got that seven-headed monster known as the copyright law that demmands that we must pay out for every single asset in the game or it will threaten to shoot slime and fireballs which fees are set at the artists discretion of course. I think the copyright law has turned into a monster that just feeds off on small game developers and sucks them all dry and unless you have a big amount of money, it will just stomp, and roll and eventually squash them. That’s why I think those smaller developers are forced to have make smaller budget games instead of these huge gameworlds you see with the bigger companies.

I’ve been involved with game related creations for 9 years and I’ve never had a “hit” in my life :wink:
I didn’t die nor am I homeless yet so… Just don’t aim too big I guess

That’s an exaggeration. I run in to things, in the official videos, that have changed since the video’s were made all the time. That certainly is annoying, frustrating and a minor hurdle in the learning curve. But it doesn’t make them “completely useless”. Most of the time it just requires a bit of common sense to figure out what’s changed and why.

Often times I actually find myself learning more as I have to go off and research the change. So it has a sort of weird backhanded benefit.

I think No Man’s Sky is a game that was released out too early in its development. It would’ve been more promising if they left the features in the game instead of stripping them out. But also the game also suffered from frequent blue screen crashes because the game itself is buggy its not even worth the $60 bucks he wants for it because most of the game features been watered down or missing… And since our machines have certain limits, go over the limits and you’re putting your game in no man’s land so it won’t even surprise me if No Man’s Land or No Man’s Sky starts to burn out and ruin a few motherboards along the way in overworking the computer in trying to generate trillions of 3d worlds that none of us will beable to all visit in our lifetimes but we will certanly have a huge pile of burnt out computers. Games that crash with blue screens frequently saying…"We are sorry but No Man’s Sky has encountered an error and cannot continue, every 5-20 minutes of play is not normal.

No game engine will be perfect ever…
Perfection is something that simply cannot exist.

This I agree, even when I write out my batch code in order test out all the ideas and concepts in the windows console
and it bombs out every now and again with an expected 1 error then I have to hunt through the script, find the typo
error or missing letter to fix it. I have to iron out all the bugs. even if its only just a concept ideas script.

Why the text could be slowing down in the blueprints when pasting it in rows and stuff. If Unreal has an auto word
wrap that might slow it down, I know in my text file, if word wrap is on and I have 174k lines of text in the window
ts gonna paste and slow it down when I cut. copy and paste stuff or type in new text.

I don’t know about this, my crash rate because of basic engine functionality malfunction increase with every engine version.

Editor is solid as a rock for me. I’ve never had it crash.

Maybe it’s the Windows M.E. of engines.