World Partition is full with bugs! Why deprecating World Composition at this stage?

I get you’re defending the engine because you’ve done work on it but usually it is good practice to let people know what does and doesn’t work before your ship features. No amount of training could have prepared me for, " oh hey, if you use features in a certain order, it will just break your project." Also knowing c++, does not let me know what caveats the Unreal programmers decided to go with unless it’s stated in comment text which a lot of the time, it’s just basic descriptions. So I waste months trying to learn a specific workflow that’s only necessary because that’s how unreal was built. I’m not pretending other software doesn’t have this issue, it’s just frustrating that the go to option is to just waste months debugging when there could just be better documentation on the engine. I’m a solo dev, so spending a majority of my time doing debugging “pre-depolyment” is incredibly frustrating.

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