yes and no,
I have more control in AE than UE4, and the the ability to iterate change, and come up with new stuff is easier in AE, even though it takes many times longer to render out of AE. Though I suspect that in the pipeline we will probably migrate some of this down to UE, and I HOPE that the new motion blur in 4.8 will replace the need to give it some love in AE, but we will likely have an entire Post aspect of the pipeline to separate the time it takes individuals from having to iterate change. And those skill sets might not overlap. For example Editorial will likely be handling the whole post processing and color grading, because that is standard practice, and sending those kinds of changes back to the guy running the engine might actually take more time, because that would have to be scheduled. So for now the idea is that whoever ends up working on stuff in Engine should be more focused making sure that all the animation, and lighting is correct.
Right now, these are just tests, meant to pippoint issues that need to be solved.
For example, I have lights popping in the scene, I have no idea why, and as a result a shots with that happening in it, would be unusable. Also the AA issues in the HDR areas of the shot, also unusable. I am hoping to have someone point out how to fix that, be in changing something in an ini or a setting in engine. I want to know.