Moving to Unity!

Well Epic as much as I love your engine, it is to buggy to continue working. Since I started 8 months ago its been nothing but bugs, crashes and error with very little support from dev team. I have had more help from other user then the devs and can’t continue with this uncertainty. As bad as I wanted to put my game out there I can’t because of the constant build and packaging fails over nothing anyone did either but make getting updates out as a single dev impossible. Maybe its the blueprint aspect but just searching forums and answer hub seems it doesn’t matter UE4 is just full of bugs which makes developing almost impossible for any dev atm unless you have a 6 year major in C++ so you can track down 1 stupid error. Sorry just angry you have such great potential yet these engine breaking bugs are running the show right now so I have decided to go back to Unity where I never had this kind of trouble from an engine. Hopefully when I come back some months from now some of these issues will be a thing of the past but so far its 1 epic fail after another unless you have a AAA size team and some geniuses around you theirs no hope for lone dev to do any thing especially in blueprints!

I like unreal, but my major problem is packaking especially if you are publishing game sometime. Couple 2d projects I have published, but my first person shooter project packaking always failed, because automationtool was unable to run succesfully. Lot of people had said that look at tutorials, but no help. Game works fine in editor and no warnings/errors. What sense make good game if the one of most important thing failed

Yep been a major problem since I started using it and it saddens me that this really is a great engine just lots of major bugs :frowning:
Last time I wasn’t able to pack project it took me 2 1/2 months to fix which actually fixed it self mostly i just had to wait I guess!

Yea but atleast its free and they update almost every week :slight_smile:

Sorry to hear but likely just need to keep at it. There is certainly no make game now button attached and although I’ve had my ups and downs on the engine as well I can say for sure you don’t need a major in game design (this is my first game ever), you don’t need to know C++ (this is 100% blueprints) and you don’t need a AAA team (it’s just 2 of us on this game and my co-developer has NEVER done the Blueprints side of things…all me on that one).
I present Alice in Tokyo Wonderland as evidence that anyone can make a game in this engine with a tiny to non-existent team, with no previous experience, and Zero Coding…

Fully agree with President. He is running a very successful project that has seen some recent press.

Our team of 4 has also made a successful game without an engineer…all blueprints. We went through a successful Kickstarter and are now in steam early access. We represent just 2 of many other projects that have found success in using this engine. I’ve used every engine in the industry and have shipped a ton of titles in those engines. To me its not even a question of preference…UE4 is an amazing engine and the support is unmatched. The gap between UE4 and other engines is drastic.

Hope you stick around and perhaps learn how to use it a bit better. I’m sure you’ll be happy you stuck it out.

btw.
ShooterTutorial is 100% done in blueprints and it’s working in shipping build. Guncat is 100% blueprint too - released on IOS/Android, working on PC as well.

One thing is that UE4 devs forget is to constantly test their games on cooked (shipping) build.

If you run the game in editor it will have all of the editor data in memory. Which means lot’s of circular dependencies will work, garbage collector will be different and basically memory works different. By constantly checking shipping build you are learning how to use blueprints.

Creating games isn’t simple as Blueprints. Blueprints are powerful - UE4 is powerful but you need lot of experience to know exactly how to use it without issues.

Comparing to Unity - thanks to “easy to learn” and open component based architecture you can run on the same issues if you don’t have experience. If it’s your first project don’t worry you will have issues during next 20 games too :wink:

you mentioned nothing specific about the supposed bugs. I can copy/paste your original post to any other forum of a piece of software and it would apply. UE4 has been working surprisingly well for me on Windows and Linux

Oh boy how much i wish an Engine would be a different piece of Software than any other out there.
But seriously, i know i am a newbie to 3D game development or game development in general but I’ve been to Software Development for 15 years now and the thing you have to know is: No software comes without bugs and drawbacks.
And the unreal engine is nothing better. Complex software creates complex problems. And they have to keep up with things that change on the market, just look at all that VR stuff going though the roof and the multi-platform craziness.

The art of engineering, and i guess this applies to the Unreal Engine as well, is finding ways to make things work. This includes prototyping, workarounds, crunching your head until you don’t want to live anymore and also times of pure joy when things run as they should. Heck i even found a problem 2 weeks into the engine that won’t be solved anytime soon. (see: https://answers.unrealengine.com/questions/371479/whats-the-correct-way-setting-collisions-for-non-h.html)

And the blueprint system is basically awesome. There is nothing better than a graph based development procedure. All streamlined and thus constant so build and playperformance can be optimized on that level. How cool is that?

I do have to agree to President also, test your games as soon as possible in the expected environment (staging) before ever releasing something or proceeding with your game. More importantly when you are on your own.
You need a working Development Cycle of Making Changes, in Editor testing, Staging, Testing, Fixing and repeat. And those cycles should never exceed one or two weeks. At the end of a week you should take a day or two depending how much you have to test.

Whole Projects went overboard by not following a specific, to your needs applied, Development cycle.

If you are at the point to make a game, whatever engine you choose, lay out a cycle for yourself how to make sure it is quality tested as soon as possible. That’s the key to any good software development. It won’t make all problems go away but reduce them to an acceptable minimum. There will be Bugs and the will be crashes and problems no matter what. That’s the nature of Software.
if not on your side, most likely on your customers end, because of whatever reasons you never even heard about ;]

But there is also ways to solve them, so keep it up!

Thanks guys, I know nothing comes without bugs just got over excited about my progress lol but as soon as i can get launcher launching again Im gonna start fresh. Thanks again guys being a solo dev sometimes you need that from others who has known the struggle :slight_smile:

Stick with it homie…you’re right some days can be very defeating. It’s just a regular part of development. I usually take those days and use them to learn more about game marketing or do some reference research (images, music). You’ll need to step away from your game every once in a while but you’ll find that as long as you are doing something that is moving your project forward, you will come up with your head above water and realize you are still making forward progress :slight_smile: It will happen several times during the dev cycle…totally normal.

Good luck with Unity. I’ll come from that engine, had over 50 bug reports in 2 years, none of them fixed. The engine is a mess, you will have to code around so many issues in Unity that you will spend more time on that than actual development. Hop your game does not involve using terrain, because the terrain shaders in Unity are like 6 years old.

The engine does not support a proper AA and in general it will run a lot slower than UE4 due to the managed code/mono framework. And if you want networking prepare to write your own packet handler because the Unity Networking sucks big time. You will have to rely on 3rd party assets for networking, terrain, shaders, post-effects, physics - pretty much everything. On top of that their internal shaders are not up to industry standart - e.g. you need photoshop to flip the green normalmap channel every time, adjust PBR materials to look like PBR in unity (they calculate glossyness multiplied with something in their Unity5 Standart Shader)

Unity is great for mobile/simple games and to get started with game-development, but for me their tools are simply not thought through. And C++ is not really that much different than C# - at least you can do proper debugging on C++, debugging managed code is a pain in the ****.

I’ve only been using the Unreal Engine for about six months now and have had to rely on the community to solve problems too. But the community is the best feature of UE4. The community not only can assist with work arounds, but with UE4s open source the community actually fixes the problems and adds new features. I have learned more from this community about game and software development than any teacher in any school I’ve been to. We are lucky that epic has provided us with the open environment we have with UE4. I understand if you want to switch to Unity, but I would recommend embracing the engine and the great people that are here to help.

Give it some more time… They are working on all sorts of bug fixes but when they introduce new features they are bound to have some bugs as well. I have no issue paying the 5 percent for an engine of such high quality and like others have said… the community is awesome!

teak

Being over dramatic is not going to help.

Though i do understand your frustration. When i started using UE4 2 years ago i set off on an indie career self funded. I eventually ran out of money while waiting on epic to address mobile publishing and mobile issues. Which only came literally a month after i ran out of money.

Yes there are still bugs and lots of them but they are making good progress.
If all else fails go to unity.

I stick with UE4 because the interface / toolset outweighs the benefits of unity’s mature publishing

I love unreal, my main frustration is not being able to actually talk or message anyone from Epic. Sometimes the community can’t help, and being able to log a ticket with Epic would go a long way to making me feel that Epic are listening. Prime example is an Epic staff member once replied to me in the forum stating that online multiplayer on mobile does work and referred me to the OSS documentation, documentation I had read several times. When I tried to reply back to him saying that multiplayer via Apple Game Center and Google Play Services were not supported and not in the documentation and I couldn’t find reference to it in code, I was just ignored. Even if they can’t implement something I’d be happy if they just responded to say why. Please implement some kind of ticket logging system. Answer Hub has far too many unanswered questions, ironically. I’d be happy to go back to paying for UE4 monthly again if it meant Epic would have more devs active in the forums … and I don’t just mean mean the latest shiny shiny areas.

I’d still take UE4 over Unity, better the devil you know :wink:

Feeling a little unloved, but still loving UE4

rOb

actually i`m agree with you in some parts , there is a lot of request and question about windows multi-touch support for unreal for over 1 year , but there is no answer or comment from epic developers , lot of topics created with no answer ,
i didnt get any respond from epic developers . and then i moved back to unity again.

You really just need to decide whether other engines will let you work faster.

Unreal is a heavy-duty engine. It’s hard to setup and it consistently requires an investment in time. You will never start something on UE4 and finish it quickly. What you will do is spend a lot of time setting everything up, then have a very efficient production pipeline for an ambitious game. Unity on the other hand is the perfect game jam engine. You can start very quickly and have something that works, but it may scale a bit less well than UE4 when your project grows. If you’re making a mobile game or a stylized side-scroller, well, Unity will probably fit your needs just as well if not better. UE4 gets more interesting if you’re doing networking, high-end graphics, or generally complex games.

Now people build incredibly complex games with Unity (See : KSP), and mobile games with UE4, so that’s just a guideline for selecting your engine.

I love UE4, especially for its approach towards game development in general. The whole revenue sharing thing, which lets small teams dream up a decent game. The whole blueprint system got me into 3d dev in no time. And once i got the grab of writing code and mixing it with BP’s, i’ve begun to feel that there is an ocean to explore. It all boils down to how one uses the tools and what is actually “possible” on the platform you are developing for.

There are some quirks though that really do bother, especially when doing mobile development.
The major concern being the build size. I mean come on, the Match 3 learning resource in itself is 100mb. This bogs you down. I am yet to publish a ‘polished’ product for mobile with UE4. And Every time i come back to the building board, it really bothers me that this game with assets worth 20 megs is going to be packaged into a 120 meg project.

Beyond this i’m yet to dive into the particle editor for mobile, since i fear that it’s going to hog down the game. This is not something i’ve experimented yet, but something i picked up from devs in the forums. Though these are not primary issues for a secondary (read ‘more powerful’) platforms, but for mobile they really do matter a lot. Especially if your product is not a massive AAA and a heavily marketed product.

I know the team is aware of these issues, i just hope they come up with a remedy to these issues before we begin to lose patience. (Something that is certainly evident now :frowning: )

I thought they addressed package size a few builds ago? That’s not to say it’s reasonable still, but at least they’re working on it?

I hadn’t caught on that Match 3 is a 100mb package (or did you just mean that the editor project is that large?) but if so that is a bit mind boggling and I hope they’ll keep working on this. It’d be interesting to hear from more experienced users, or even the Epic devs, why this is and if it’s possible in the near future to get this size down further.

I’m not moving anywhere soon, I don’t know Unity at all but do come from other engines, and I plan to stick to it. Good to hear Unity is actually still a competition though to be honest, even if it may only be so for the mobile market… which is crazy large as we all know.