actually I have to agree a little with him.
for me it’s not about crashes, it’s about partially working features and the way they are announced: “new : ! ”. coming from such a high end engine, to me it sounds like a new thing that’s tested and ready for production (or at least completely usable) while half the time it’s an “early access” to a
a few examples:
Imposters came in 4.3 and to day the ‘billboard’ part of the shader is not working (and the setup shown in the documentation varies from the one shown on some AnswerHub post). On top of that it came out as an "engine " while in fact it’s a standalone project (meaning you need to move your assets back and forth, not practical) and the documentation didn’t really match the workflow (so it was pretty much a tutorial, and a broken one)
Animation retargetting came on 4.4 with documentation that was matching 4.5 (and you couldn’t really use it)
Media Playback and Capture came with 4.5. the release notes were saying “you can play streaming video on UI widgets and textured objects” which sounds very nice, while the forum topic states “The is not quite production ready yet” and shows that only the .wmv file format is supported.
Landscape Mountains came out as an official Marketplace asset to “showcase what you can do with the Landscape and foliage tools in Unreal Engine 4” while in fact the Landscape tool was pretty much only used to import content made in WorldMachine (which brings the underlying message that even they know their own Landscape tools are vastly inferior), and then many people found out the thing is so big you need 16 GB of RAM or else lightmass crashes if you try to build it
other times it’s just things that don’t work (like SceneCapture actors still can’t use PostProcess blendables), and don’t get fixed until much time later (like a “Keep Simulation Changes” crash I had in April, and wasn’t fixed until 4.3), or just don’t get put enough effort to (something as basic as Translucency sorting is still as bad as engines from 10 years ago)
lastly, every release breaks something in C++. like you say it’ usually around 20 minutes to fix (thanks to 's usual notes), but nowadays most C++ tutorials are not even followable at all without a good number of visits to AnswerHub
on top of that every new bloats the editor so it becomes increasingly slower (unlike the pre-4.0 betas)
I didn’t really come to complain. I know development changes the software but a “just bear with it” attitude doesn’t seem too apropriate . yes it’s a great piece of software, but it’s still a piece of software that people are paying for.
I love Unreal, I only think that Epic should slow down a bit and make the existing features faster, more solid and more stable, before moving on to the new features
That’s exactly what I’m talking about. Instability of software doesn’t just mean that software crashes - that would be very simplistic and naive way of looking at it.