I thought I would weigh in on this…because why not. Unreal is an actual game building solution. It has features and scripts and things that Twinmotion will never have. Twinmotion is like a game that mimics a game engine. If UE4 is Photoshop, then Twinmotion is Lightroom. It can accomplish many of the same things for arcviz, but lacks many of the fine tuning features, and oversimplifies others (not always a bad thing, but still). If you want your files to look professional, use prograde assets (Evermotion and Turbosquid) and textures (Substance and Arroway), and remember that many professional renders have post production work done like color grading.
Pros:
Easier to quickly design and present concepts. I would not use this for final art.
Easy tool use.
Surprisingly decent import from apps like Sketchup, and the ability to quickly refresh a model with changes. I use sketchup primarly to design my basic geometry. this is a huge Pro for me.
VR and panoramic export.
Xbox controller support
Cons:
There is no direct PBR workflow, like the Substance plugin for UE4. Moving on from that textures are Meh at best.
REALLY small built in library, while you can import your own models, it is a PITA to import, say a tree from SpeedTree without going thru hoops.
Twitchy and crashy
No access to Unreal Marketplace assets. (this one just astounds me)
Lighting is adequate at best. cant bake lights (as mentioned above)
no Ray Tracing Support.
Bottom line: Twinmotion is something you use if you need to get a concept off the ground quickly, and present it the next day. It gets the job done is the same way that using Lightroom to edit photos gets the job done. If you are looking for AAA quality cinematics, lighting, and UHD texture support, i would say forget about it.