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by zschuessler 1519 days ago
I'm late to the game but I'll throw in the opinion of a hobbyist doing VR development.

I gave Unreal 4 a solid shot: did the tutorials, watched videos, learned simple concepts and advanced concepts alike. After months of learning one weekend I thought "I'm not having fun anymore" because 70% of my time was troubleshooting build errors and vague bugs (I actually counted). I'm no stranger to build errors (I'm an engineer) and even for me it was a difficult task to fix them. I would go down rabbit holes for hours fixing vague errors. Further, just about every tutorial I came across for UE4 was outdated and didn't work.

I swapped to UE5 a few months before they released their first public version. It was an absolute beaut of a system to use in comparison: better UI, drastically fewer bugs, tutorials were accurate, and no build errors. Quite a bit Just Worked, A+.

Ultimately I went to Unity because at least for VR, there were better tools that were better supported by the package maintainers. Adding a new third party Thing to a project in UE5 was a guaranteed recipe for troubleshooting weird bugs. In Unity, everything worked flawlessly. And personally, I dig C# more than C++.

So, I did the same learning process with Unity: simple/advanced tutorials, plenty of time dedicated to picking up all the concepts over several months. I'd say Unity for a hobbyist is still the better route if you are planning on doing game dev part-time. It's just easier to use and breaks less.

This is the opinion of a hobbyist doing VR development part-time though, and I fully believe other comments from industry pros saying Unreal is the way to go. I can't comment on that but I will say Unity was best for me.

Both asset stores were pretty killer and I spent WAY too much money on assets and scripts. Prepare to have a checkbook handy if you get started with either ;)