I have wanted to say this for a long time. Unreal Engine 4 as such, is a great engine, but I have to say that I have been deeply disappointed over the years.
When UE4 was released I cheered for the implementation and enhancement of creation and production tools such as materials, blueprint, library etc…then it became free-of-use, AND it coincided with VR…I really thought that it would finally be the time when enthusiasts, agencies, artists and creatives 3D would pick-up and there’s certainly a huge demand for it, in fact there’s a growing problem similar to the developer shortage.
And then came the time to actually use it with colleagues, artists and devs and I realise that it wasn’t the straight-forward intuitive update that I thought it was. But then I can forgive the professional-modeler/dev centred paradigm, I can forgive texturing work still being being so unintuitive despite materials, the unintuitive unscaled grid interface, or the coding IDE-like blueprint interface.
But once the still straight-forward importation, creation and production work done, the optimisation that follows is a nightmare. I can understand that some people use it for modelling and animation, but when the majority of users (and the engine) is supposed to be a real-time production tool for experiences, games, arts etc…it never made sense that you have to waste the same time if not more optimising what you created. The fact that you have to figure out for hours how to reduce the size of assets and package so you don’t have a 20go app for just an interactive scene, then you have to actually optimising from ground-up everything you did just for it to run on most PCs, and then even more complicated on VR, and then on mobile which is a nightmare, and I’m not talking about mobile VR or WebGL which is vastly unadapted or inefficient, even when using plugins like Simplygon that don’t work that well and you shouldn’t need in the first place…
Now as you’d guess from my lexicon I’m not a professional (I’ve been trying to get on Unreal since the first engine, but can’t learn everything about everything) although I do work with almost a hundred of people who use, and they all reported to me the same, main problem that is optimisation. So I’m posting this, because I feel this is really the missing piece for Unreal Engine not only to be a great engine, but to actually to be the first great engine usable by anyone like Photoshop, Words or Ableton which use to be complicated eventually came to be.