Dark Mode. My eyes thank it. Great workflow. Review collected by and hosted on G2.com.
UE4 Asset store is tiny and really pales to Unity's asset store. Review collected by and hosted on G2.com.
Dark Mode. My eyes thank it. Great workflow. Review collected by and hosted on G2.com.
UE4 Asset store is tiny and really pales to Unity's asset store. Review collected by and hosted on G2.com.
The simplicity of UE4 and the available tools it has make it one of the best, if not the best, development environments. A lot of algorithms come pre-coded, therefore only implementation is required. Review collected by and hosted on G2.com.
There is literally nothing to be disliked about this program. It will not let you down. Review collected by and hosted on G2.com.
Super fun to design elements for games and sell made products on the store. Review collected by and hosted on G2.com.
Learning code is a must to fully customize some pieces efficiently. Review collected by and hosted on G2.com.
I use Unreal Engine for displaying my Environments and what I like the best is how easy it is to use. It is very important that as an environment artist you can show your props or scenes in a game engine. On the plus side it is also free to use. Review collected by and hosted on G2.com.
In my opinion the navigation around the viewports can be a little annoying sometimes. But that is just my personal opinion and it should not affect new users.
Errors and warnings when trying to render things may also be annoying. Review collected by and hosted on G2.com.
The best software for developing games. It can create the best realistic experiences with its advanced tools. Even a rookie who doesn't know programming can also develop using the UE4 Blueprint system. Review collected by and hosted on G2.com.
To me, many details are complex. Otherwise, it's the best software. Review collected by and hosted on G2.com.
ONBOARDING:
First of all, the in-editor introduction combined with the current level of documentation and available tutorials made an excellent first impression on me.
WORKFLOW:
Hotloading, data inheritance, asset redirectors + fixups, graceful handling of missing classes/properties/objects, MapError checking hooks, separate map layers that can be checked out independently, Lightmass+Swarm agents, and debug viewing of blueprints and behavior trees during in-editor testing. As many have already said, the tools are 80% of what an engine is about and these tools have benefited from the 10+ years of iterations. Option to "Play from here" when testing within the editor.
BATTLE-TESTED MATURE FEATURE SET WITH SOURCE CODE INCLUDED:
Huge benefits of Epic actually using their own dogfood to ship games on the platforms with TRC/Cert requirements! Localization, Input support, Top tier animation pipeline (AnimGraphs/Blends/Sockets) with fine root motion toggleability and easy playing of animation montages from sources outside the character's SkeletalMeshComponent, Sequencer, post-processing/physics/audio volumes, audio occlusion, MovementModes already supporting crouch/swimming/flying, DamageTypes/TakeDamage, Camera, Multiplayer out of the box (able to set numplayers in editor) with easy 3rd person mirroring for 1st person characters, UI, Behavior Trees that support the ability to swap out BehaviorTreeData objects during runtime, faction-aware Perception system, Blackboard, and Blueprints that scale from letting you spaghetti yourself in the foot to using them merely as archetypes that do not handle tick events.
C++ with engine/editor source code that includes comments and well-named functions/variables, no interpreted script layer that allows full use of Visual Studio’s debugging toolset such as “setting the instruction pointer while stepping”, Seamless integration with editor blueprint/animgraph access, Reflection, inheritance-based architecture that makes it possible to create gameside systems without engine mods, asynchronous (multithreaded?) raycasts/shapecasts/sweeps, self-adjusting TArrays that make every effort to maintain contiguous address spaces while accommodating dynamic growth, fundamental Pawn/Controller separation, well-designed component system, and overall a lot of smart microdecisions I’ve noticed within the architecture such as flyweight design pattern for behavior trees. Last but not least, I appreciate that the engine code does not define its own FSM template because I prefer to use my own home-grown deferred FSM for managing things like body, high-level AI, and global game states. Same with generic object pools.
Basically, what this all comes down to is us being way ahead of the initial schedule that I originally planned based on estimates from previous engine experiences, including Unreal 3. Review collected by and hosted on G2.com.
This engine is overkill for 2D and mobile games due to its very large performance/RAM/storage footprint. Beginners to game development and programming may have trouble with the complexity of this engine. It does sell itself as one size fits all, but honestly, you are better off with Unity if you are making a simple game on lower end platforms. Review collected by and hosted on G2.com.

It's perfect for AAA games. The blueprint system saves a lot of time for developers and is very easy to learn and implement. Review collected by and hosted on G2.com.
Compared to other Engines in the market, like Unity, Unreal needs a bot of practice to understand. There are documentation but I think it can be even better. Also, the plugins available on Unreal Engine is comparably lesser than Unity Engine or any other game engine. Review collected by and hosted on G2.com.
Unreal have a very powerful material and shader system
A photorealistic real time rendering
Free license, including full access to source code, is licensed to developers for 5% royalty on resulting revenue if it exceeds $3000 per quarter. Review collected by and hosted on G2.com.
Hard engine for beginners
Royalty based cold be a dislike, because the royalty it's keep from all of the entrance (for example if you develop a game ad you use a kickstarter for find money, unreal take the royalty from the ammount of kicstarter goal)
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unreal is a very powerful game engine, which comes for free.
As artist, I enjoy the light quality of the engine and the possiblity that blueprints give me: even though I am not able to code, I can create mechanics, rules, materials...by using blueprint nodes.
Also, the Interface is pretty easy (especially if you have experience with other game engine and/or 3D modeling softwares). Review collected by and hosted on G2.com.
Until now, I appreciate any side of this software. Review collected by and hosted on G2.com.

What I like best about working with Unreal Engine 4 is that the possibilities are endless. This engine is made for designers and engineers alike where each one can be very productive with the game engine. You can easily go in an create a game without writing a line of code but for a programmer like myself you can write all the C++ code you want for all functionality. The full C++ source is also available to you so you can literally tweak the engine itself! The pricing model and the tutorials online are also exceptional. Review collected by and hosted on G2.com.
This game engine has a high learning curve just because the engine is very immersive and has so many features and features within features. But I don't really see this as something I dislike. The more you use it the better grasp for the tools you will have. Review collected by and hosted on G2.com.