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by klik99 21 days ago
Also AAA dev, this is true but also the original comment about “engine feel” still holds, since the whole point is studios are trying to spend less time engine wrangling, and keep to more “the Unreal way”. I’ve noticed over the last 15 years AAA studios do less custom c++ and have converted legacy home built systems to use unreal built ins more and more. It happened slowly so I didn’t notice it but in retrospect it’s really obvious.
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There’s definitely some hallmarks (right click on a text box in any unreal game and I’d say there’s a 90% chance of you getting a raw slate paste action menu) - but I don’t think that defines the engine.

I think working around shader compiles is really tough in Unreal and you’ll struggle to get rid of the stutters even if you do everything you can there. But two games using chaos, UMG, niagara, GAS, and Mover can look and feel night and day different as long as that effort is put in. But it’s easy to not put that in.

> I’ve noticed AAA studios do less custom c++

Yeah - and I do think this is sad. You can take your custom C++ libraries and bolt them onto unreal quite easily, and it’s not an awful amount of work to expose an Unreal friendly API to it. 13 years ago I was tasked with replacing physx in Unreal, I can’t see (m)any studios wanting to spend 6 months on that endeavour these days.