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by 542458 4032 days ago
I don't think that's quite true yet. While I vastly prefer UE4 to Unity (and would recommend UE4 in most cases), it would be a mistake to underestimate the value of the huge amount of paid and free content that exists for Unity. Furthermore, UE4 gives the option of Blueprints (which many find insufficient or clumsy) or C++ (which can be very intimidating). UnityScript/C#/Boo sit between the two, making it preferable for those who want to write actual code, but don't want to deal with C. Furthermore, UE4 is still very developing expected features. Until 4.8, you couldn't do SSR on translucents, couldn't do graphics profiling on OS X, and couldn't switch splinesmeshes from being open to closed without corrupting your maps, etc. I love UE4, but it's still got a lot of ground to cover.
2 comments

You're absolutely right about the content and tutorials available for Unity, that's a humongous boon. But that's a gap that will rapidly close, especially after UE4 dropped the subscriptions.

I was very wary of Blueprints, but after playing a bit and seeing just how they work, I was sold. Same with using C++ natively; it seems daunting, but you're calling the same methods your Blueprints do, it's almost drop-in easy.

Definitely it's gonna need to make some progress, but the gap is closing.

I love blueprints, but I've never actually touched the C++ part of UE4. I might have to take a look at that to see if it's as good as you say!
Isn't it possible with a little bit of work to get Unity content working on UE4?