Thoughts on the Future of the Engine

As a game developer, Unreal Engine has always been compelling—second only to Quake. Since 1999, it’s been a solid, reliable engine that ran well even on modest hardware. That began to change when Epic shifted heavy focus toward “The Wall” and virtual production for film and TV.

At the time, that direction made sense, especially with major studios like Disney onboard. But as studios moved back to traditional pipelines, Unreal’s priorities didn’t fully return to game development. Instead, the engine increasingly feels optimized for cinematic workflows at the expense of everyday game dev stability.

Features like Lumen and Nanite feel experimental—impressive ideas, but not mature enough for consistent, mid-scale game development. While optimization is possible, much of today’s hardware still struggles with them, making these systems impractical for many real-world projects. Each release promises improvements, yet often introduces new issues while existing ones remain unresolved.

More concerning is the lack of respect for legacy compatibility. The silent 5.6.1 update that broke skeletal meshes with Deform Mesh errors—without user choice—forced many projects to be rebuilt or became corrupted. Redesigning core formats without opt-in breaks trust, especially for developers maintaining shipped or in-progress titles.

With 5.7 now released and many of the same issues persisting, it raises a serious question: is Unreal still prioritizing game developers, or has its focus shifted primarily to film and virtual production? If the latter, Epic should strongly consider branching the engine rather than forcing both paths into one.

These are observations from five years working in Unreal since 5.0, multiple shipped UE games, beta testing feedback, public sentiment, and daily professional use. Unreal is still an incredibly powerful engine, and these concerns come from wanting it to remain dependable for game developers.

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I remember having some weird issues with the scene capture camera component when upgrading my plugin world map from 5.2 to 5.4, the solution was simply to delete the actor from the level map and redrop that camera again on the map but i had to actually narrow down the issue coming from and find a solution. (i did notice more parameters from the capture component tho so that could explain it)

Unreal engine is improving especially with lumen where there way less artifacts and better performance as mentioned here: Unreal Engine 5.7 brings significant improvements over the notoriously demanding 5.4 version, tester claims — benchmark shows up to 25% GPU performance increase, 35% CPU boost | Tom's Hardware

There will be another improved version of the lumen specific for the Switch console so future version of ue should get better.

My only concerned is the new Substraste that gonna replace Material one or those new ChatGpt Assistant, those features doesnt seem that important.

I did try the Developer Assistant but it always hallucinates by making library name or method name that doesnt exist at all.

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Good stuff, interesting. Thank you!

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