I love this engine, but yea the bugs are a problem. I have a bug in the launcher itself on one of my other computers. I cant even install the engine. It keeps trying to install to drive C which has no room, even though the launcher is installed to drive D and its cache folder is in drive D… so yea… cant install the engine on my other computer. Still no response to answer hub about that either… takes a lot of time to get an answer usually…, but with patience someone eventually does… even if it takes a full week. Thats where i will agree and say unity has them owned. You ask a question on a forum, 20 people will respond to you and 5 of them are actively working on the engine. And those responses come within the first 20 minutes.
This is not League of Legends or World of Warcraft forums. We don’t call people names here or go for “A > all” comprasions. If you don’t got anything valuable to say, just don’t write anything at all.
I agree that UE4 has some problems related to packaging. Sometimes the editor game and packaged game is acting different. But as far as I am concerned, they take bugs very serious. And if they can’t reproduce something, you can send them your game so they can try solve it for you.
That last resort is a good thing but I bet it becomes harder if your project is large. So far all my bugfix reports are taken care of.
Just keep it calm and continue. If there is something bodering you, ask in forums too. That’s why I get things working mostly.
Other than that, whatever your choice is, good luck.
Terabyte hard-drives are as cheap as ever. Your investment in a solution to this is way more minimal to what epic would have to do.
I would certainly see this issue on your end. That’s not an issue epic would have to address imo.
Unreal4 seems great for making demos but it does appear prone to self destructing and going all strange.
You can specify which drive it installs on, mine isn’t on my c drive?
I couldn’t have said it better myself!!
I mean, I’ve run into packaging issues before and spent a week just trying to get the game to package. Turns out, anytime I changed a struct it broke all struct nodes and I would have to delete them and recreate them in the entire project! It took a week to narrow it down to that. There is always a way and never give up!
2 people, 0% C++, all Blueprints, I am very much impressed. Awesome work Mr President , I wish all the success though from he looks of it , you dont need it.
On the matter of bugs, I am a developer , have been coding for over 25 years , since I was 9 years old , learned and used most popular languages out there though I am anything but a highly skilled coder and capable enough to be dangerous.
Coding is not an art, coding is not a science.
Coding is proof, that there is not such thing as high IQ, no such thing as smart people.
Its proof that homo sapiens is fundamentally stupid.
The amount of stupid mistakes that even the “smartest” most experienced coder does is beyond hilarious. I am not talking about sophisticated problem, even simple things like missing a parentheses or passing the wrong value.
This is why we need debuggers, testing frameworks, IDEs, source control, alpha and beta versions and so on. Coding is all about trying to find the elusive bug that is staring you in the face. And the amount of language features , third party tool, and programming techniques are enough documentation wise fill the library of Alexandria.
So yes the fact that Unreal is buggy is normal. Its even more normal based on the fact that Unreal as a game engine tries to milk out as much performance out of your CPU and GPU as it can. More complex code means more bugs.
What can you do as a user ? Report the bugs, dont use the latest version, keep the requirements light. try to work around bugs until they get fixed.
Foremost learn to deal with bug, coding = bugs and make no mistake about it, Blueprints are 100% coding.
PS: Unreal forum moderators , fix your censorship , its ridiculous.
ahaha, slightly over zealous with the censoring on that one
Not our work, just the swear filter kicking in.
I believe you meant to say “its all features”
Maybe you can help creating a symbolic link to the engine directory (mklink command). At least this way I moved VaultCache folder to another drive.
I could start comparing game engines with 3D applications:
Unity = 3dsmax: Living from plugins…without plugins and probably a lot of C# etc. knowledge, you’re out.
CryEngine = Houdini + Maya MEL command line: Yes you can do a lot of nifty things…but you need an army of coders.
Unreal Engine = Cinema4D + Blender: Once you get used to it, it works…but it has some restrictions. Best community. (For real, i had some bad days using Unity…don’t ever ask questions over there…)
I tried literally every single game engine, and Unreal is the best. Yes, it has issues and shortcomings but so does all the other engines. And then they offer a great deal (free, unless big income… then 5%). Look how Unity milks their customers…
Good luck with the commUnity.
I created a thread click here] regarding this a year ago, and I’m disappointed to say, not much has changed. The problem is, anytime someone criticises Epic (or the Unreal Engine), whether it is justified or not, there is a legion of diehard users who will aggressively (and blindly) defend them (and it). Hence, any criticism/feedback, even if it has merit, will be dismissed and remain unaddressed. I don’t understand Epic’s strategy with the Unreal Engine. They appear to be targeting (and catering to) indie developers, yet there are gaping holes in the support/training resources, which are absolutely vital to their [indie developers] success. It’s development limbo. Unity is criticised heavily on this forum for being feature incomplete (i.e. less capable than the Unreal Engine), and that may be true, but the features it has are well documented, it’s easy to receive assistance (if required), and it’s efficient to develop/deploy games with. The majority of indie developers aren’t capable of developing AAA games (sure, it’s nice to fantasise about, but it’s an issue of resources/time) and are operating on shoestring budgets, so I would argue that development efficiency (as opposed to engine capability) is paramount. I’ve long thought that Epic was spreading themselves too thin, and honestly, it’s evident in the support/training resources.
They call it “AnswerHub”
True, it takes a while, but just because of the sheer volume of questions posted there.
I myself put up a question there yesterday and I expect it to take 3 or 4 days until even a handfull of people have read it…
Generally, Epic staff is very helpfull in investigating bugs and issues.
I’ve developed stuff on Unity since 2.0;
I’ll tell just one thing: Very good luck on that and prepare your pockets, because they’re about to get milked.
This makes me curious. What do you exactly mean? Do you refer to the fact that you can chose between 2 options in unity: build every little thing from scratch or spend tons of money in the asset store?
By the way: I’m using 3D software since I was 14 years old and I can say that UE4 is by far the most awesome tool out there
In what way? You don’t have to pay them anything until your game earns $100K, and even then, upgrading to the pro license is $75 monthly (and potentially an additional $75-150 for Android and/or iOS, if you deploy to those platforms). So, at worst, that’s $2.7K annually. So, how is that worse than the revenue share agreement with Epic?
Because you only pay Epic when you are successfull enought and got enought income.