For the record, it’s not so much the graphics I’m worried about, since that’s already covered with UE, as well as graphics not being that important to a game. I ask this because of the tools it offers, as well as if the blueprints will be written differently for one thing from 4 and 5.
It really depends on the needs you have for your app. If you don’t have a need for Nanite, lumen, or world partition, and are comfortable with ue4 then I’d stick with 4. The blueprints are pretty similar. Duplicate is ctrl-d instead of ctrl-w and string equal check is now ===. Some minute differences and there are more but it’s really easy to pick up if you know 4. Menus have changed more than anything really…
Ah. Good point. Really, the biggest thing that caught my eye was the blocking tools and the UI. The UI looked so clean, while the blocking tools looks so useful. Like it had supergrid in the engine by default, but they inject a bit of steroids.
One more question I forgot to ask is that will it run on my PC? My specs are 16 gbts of RAM, i5 8600K, ssd 500gbts, and a 1050 ti.
That should all be good spec wise. Ue5 isn’t going to be using the gfx for anything other than the rendering so if you’re not trying to push 2-4k textures and lots of meshes, you should be able to test what you build pretty comfortably. Things like particle effects, lighting, and volumetric fog can all really bog you down as well. If it becomes a problem, resizing the viewport and/or turning off live update can remedy that to an extent.
I ran it on a 1050 ti
5.0.3 is stable now I think.
I haven’t had a crash.
Its worth changing to 5 because there are changes with the motion controller system
I don’t think 5 runs slower than 4.27
you can also have both at once but that makes a headache.
I’m currently using it on a quad i7 with a 1060 and its fine.
I can run the city sample and valley of the ancients
(after hours of shader compilation)