What to improve in Unreal Engine 4 from a Unity Developer's point of view?

There’s a golden rule when it comes to Audio Formats. If it’s small, it’s compressed, and it doesn’t sound as good. However, I accept that most people can’t tell the difference between MP3-320 and WAV @ 44.1Khz, 16-Bit.

I’d like to see support for 24-bit audio, both for import and playback. That would give *some * significant quality improvement and more headroom to play with, so people could get more dynamic range from their sound. Some platforms might not support 24-bit audio playback though (hell, most PC’s still use 16-bit by default), so that might not be possible.


In regards to the OP,

1 - Could be really annoying if you’re lining up a shot in Matinee and you accidentally move the view-port because you clicked on the Gizmo. I have no experience with Unity, but it sounds like the ViewCube in 3DS Max. I think Viewport Navigation is intuitive enough already to be honest, it’s all on the mouse and you can click anywhere on-screen, rather than move the mouse, rotate, move the mouse back etc.

2 - That’s nit-picking really. They’re not bigger than firefox icons or anything like that. I use the Small Icons because I like my viewport to be as big as possible and I don’t need the text underneath them, make them much smaller though and User-Experience will suffer because you’ll be pixel-hunting for icons all the time. The tabs for windows are as big as they need to be , there’s very little wasted real-estate.

5 - Has been discussed before, and it’s difficult to achieve both technically and legally. Unity probably has it’s own asset file type (.UnityAsset or something maybe), and that file type is unique to Unity. I bet you’d need Unity source code to figure out how to correctly import that file type into UE4, and it would require some of Unity’s code for that, which is probably illegal. Plus of course, Unity source code isn’t public. Whenever Unity changed anything in regards to the .UnityAsset code, Epic would have to change it too to keep up-to-date.

Frankly, It would also mean people would buy assets from Unity store, try to import them into UE4 and then complain when they don’t work. You can say you wouldn’t, but a huge proportion of people would - it’s inevitable. It’s not Epics job to manage both Unity assets and their own. Epic maintains a much stricter submission process for it’s Marketplace which will prevent it becoming the cluster of **** that Unity’s store has become, and supporting Unity assets would basically be working against that in the long run. If people want to try and cross-manage assets, they should do it themselves.

6 + 7 - Both already possible.


In regards to katoun9;

A lot of the issues raised above just sound like unfamiliarity with the engine, something you can often rectify in a matter of minutes or hours with a quick google search through the docs or experimenting a bit.