https://impromptugames.com/movingtounreal.html So You've Decided To Move From Unity To Unreal Engine Ugh, something bad probably happened and now you're here. This sucks! Let's get you started on the right foot though. I'm Joe Wintergreen, I'm an Unreal Engine generalist. If you want you can look at all my stuff. Here is a bunch of helpful information for people new to Unreal whose experience is in Unity. "Where do I start?" Read the documentation Get in a community on the Gameplay of helpful folks. Framework. All of it! This will quadruple your Learn Speed. Hit up the Epic Online Unreal has a Gameplay Learning Library. Framework. Read the There's Alex Rose's docs and get to grips Discord For Former with it. It's the Unity Devs and Here it is. Focus on right choice for every there's also my the ones by Epic type of game. Don't discord, which you Games. skim it. Keep it on are welcome in if hand to read it again. you don't be a jerk. Download the latest Unreal Engine through Read this whole page. the Epic Games Check out Epic's Launcher. "Unreal Engine for I know there's a lot Unity Developers" of text here, but Right now it's 5.3. In doc. don't skim it! This general, you always stuff is important and want to start a It's a pretty good accurate! There's a project on the newest initial "oh god lot of bad info about version. There's also what am I looking Unreal on the no reason to use UE4 at". Here it is. internet, but not anymore - UE5 is here. This is all better and has gold. everything from UE4. "Just give me tips!" Alright fine! Here's 20 minutes of rapid fire tips and a video about the Class Viewer (turn on the Class Viewer). And Chris Murphy's Video about Features You Probably Don't Know About. I suggest watching these through immediately, even though it's a bit overwhelming, just to get a sense of what sorts of things are there, and then coming back and looking again later when you're more equipped to directly utilise the scoops. "I have so many questions!" Here are answers to some questions that are asked frequently. I'm worried about What's conceptually this whole different about I heard a rumour! situation! Unreal? Unreal and Unity are not game engines in the same sense. Isn't Epic going to I heard it's hard to end up screwing me Unreal, idTech, learn! over in some way? Cryengine, Source, Snowdrop, etc are game You should never engines that emerged It can be! It's huge trust a big from the process of and empowering, but it corporation, but game development. doesn't do a good job probably not. Unity and Godot of teaching itself. Epic's EULA didn't, which is fine, The UI is kept stipulates that if but not the same "simple" in a way that the EULA changes, thing, and using them means there are huge you don't have to is fundamentally features you just agree to the new different. won't discover unless terms; as long as someone tells you you stay on the If you use the about them. version of Unreal Half-Life Engine, you you're on. Combined benefit from using the The forums are not with full access to tools that shipped great, and the entire the source code, Half-Life; you don't internet is filled this probably means go in and write your with very you're pretty safe. own weapon system and confidently-stated networking and misinformation. Anecdotally and as savegame system. Googling worked well of right now, Epic until this year, and tend to be chill. It's the same way with now it doesn't. For instance, when Unreal, except you're they changed their not getting If you can help it, Unreal Marketplace "whatever Epic ended you shouldn't try to rev share from 30% up with when making learn it alone. You to 12%, they made Gears of War" - Epic should put yourself in it retroactive and spent 25 years some sort of Unreal refunded every supporting AAA learning community, Marketplace creator licensees and building like Alex Rose's the difference on systems that would Discord For Former every sale they'd pretty much work for Unity Devs, and ask a made. any and all of them, lot of questions. I've so that's what you're seen people go from Anything can getting. It's zero to extremely change, so keep an overpowered for what capable (and hired) in eye on 'em, but you you need as an indie, a year, from being in should be alright. but that's good. You my discord. want to be overpowered. What's the payment situation? 5% gross doesn't sound great! It's free until you make a million I heard C++ sucks! bucks USD, and only after that is it 5% gross, and only in Maybe, but Unreal's quarters where you Don't roll-your-own C++ is pretty made more than everything. different to C++ $10,000 USD. So elsewhere. It's most folks never easier. Give it a shot end up paying Check the system you even though you dread anything. There are want to make doesn't it. no subscription exist already. If it fees or anything. does exist, but seems Most games, though, To clarify, if you bad, you probably don't need much, if make a million haven't looked hard any, C++ - you can bucks, and then one enough at it yet. They build and ship an dollar, you only aren't banging rocks entire solid, owe them five together at Epic. You maintainable, cents. think you can make a performant, complex better animation game in Blueprint. If this still sucks system or whatever, to you, you can you're wrong. Quit it, Check out Tom Looman's talk to them about you're gonna hurt your Complete Guide to a custom license team. Unreal C++, that guy with custom terms. knows what he's doing. There's an email That said, not link on their everything in Unreal The most important website somewhere. rules. I don't like thing is not to be Unreal's Behaviour dogmatic. C++ and Make sure you fill Trees, I think they're Blueprint both have out the Release really bad. I built my their place. If you Form when you own AI system instead find yourself release your game. of that which I think insisting that someone Otherwise you might is real good. Maybe move all their have to pay you can too! Blueprint to C++ "for royalties sooner performance", you have than $1M, become the villain. apparently. Take Nativisation and you five minutes. optimisation are not the same thing. If you're making "linear content", like movies, TV, etc, Unreal is literally just free. I heard Blueprint sucks! Blueprint actually rules. Look, I get it - why would a visual scripting thing be Porting to consoles good? They're all isn't an outsource job shit! I agree. here. Blueprint is the only It can be, of course, one that's any good. but Unreal is built to It's amazing. It will target every platform also help you learn What's the deal from one project. the engine. Everything with platforms? Fortnite is on Switch, you do there will be Consoles? Epic Android, iOS, Xbox, applicable to C++. No Launcher? Playstation, PC, and matter who you are, maybe something else, you should start in You can put your and that is all built Blueprint. It's 100% games on any out of one project. true that you can platform or You can do this too. build an entire game console, they're For the most part it in Blueprint. Yeah, all well supported, "just works". Stuff with multiplayer. and nothing is like "make the Yeah, performantly. mandatory. If you textures lower res on Yeah, maintainably. sell on EGS, which the Switch, depending It's not just for you don't have to, on the asset" is all rapid prototyping. those sales don't built-in and easy. I contribute to the did the Switch port of Be a snob about revenue thresholds Adios in a week. Blueprint at your above. Porting to peril. I've helped a consoles is easier Bear in mind you'll lot of people get good here than on other have to go through the at Unreal and get engines. console's signing hired for it, and process to get the Blueprint-related secret source code you recalcitrance is the need to compile the number one way people engine for it. It screw themselves - tends not to be without realising, difficult. Whole they sentence engine's on Github by themselves to months the way. of wasted time and frustration only to mould themselves into the type of Unreal user who sabotages any team they're on. Swallow your pride and look at some nodes. I heard Unreal is geared towards first person shooters and it's a struggle to You won't use the make something in my Do I have to put Asset Store as much. genre! the Unreal logo on my stuff? It's called the Unreal This isn't true. It Engine Marketplace, was sort of true in No, in fact if you and there's a lot of the first half of UE3. want to use it, you good stuff and a lot By UE4 it wasn't true have to fill out a of bad stuff on there. in any sense. form and they can In general, you need Somebody's lyin'. reject you. You do it less than you do on still have to put a Unity. Like you don't You can make anything "this uses Unreal need Rewired; Unreal's in any genre with Engine, copyright input systems are equal ease. If in yada yada", etc in solid and work on doubt, look up the your credits. every platform. Wiki list of Unreal There'll be a lot of Engine games. Nobody stuff like that. there had to go out of their way (or outside the Gameplay Framework) to do their thing. What if I don't want fancy graphical bells and whistles? What if Doesn't Tencent own I'm not making Epic or something? Upgrading to the something in a latest version is not realistic style? They have some a big deal. non-controlling That's all fine. The amount of shares. Most times you upgrade fancy graphics in The way I've had to the next version of Unreal are easy to this explained to Unreal you won't run disable, and you still me is Tim Sweeney into any issues. Some get the benefit of owns the majority folks like to hold off their fancy tooling. and nobody else a little just to be gets any real say sure. Psychonauts 2 Unreal also doesn't in anything. started on 4.11 and limit the types of Tencent did invest shipped on 4.26. styles you can go for. though and do own Staying up to date is You can do anything. part of it. good here. "Physically based rendering" doesn't mean you have to work in a realistic style. Unreal doesn't suddenly remove important features. When Epic deprecates a massive feature, it tends to stick around for a long time before actually being removed, and then Can I make a 2D game? you'll have an upgrade path provided. Yeah, totally. Just make a game as usual For instance, the but with an current particle orthographic camera. Does Unreal pay you editor is Niagara. If you want sprites to be this helpful? Before Niagara, for instead of animated many years, there was meshes, there's a I fuckin' wish. I Cascade. Cascade is system called Paper2D don't know what still in the engine, for dealing with compels me to be but you should use sprites, and it honest. Niagara, and there's doesn't get a lot of an automatic converter updates or do much You could send me of your Cascade with animation, but money though if you particle systems to there's also a system wanted, or there's Niagara. called PaperZD (on the a patreon. marketplace) that does Similarly, a lot more. As of 5.3, the animation tool all the latest Matinee (responsible lighting features work for the cutscenes in with orthographic - Gears of War, Mirror's lumen, virtual Edge, Batman, Xcom, shadowmaps, etc. etc) was removed from the engine years after being deprecated and replaced with Sequencer, and to this day if you open a level that contains a Matinee it gets perfectly converted to Sequencer. Unreal introduces new systems carefully. If something new comes into Unreal, usually it's initially marked Experimental. This means Epic don't recommend relying on it for production. Eventually it will lose that label, and then it's safe to use Can I make a game in a shipping game. that's playable in the browser? Presumably out of an abundance of caution, Not really! There used some features stay to be HTML5 support, Experimental for a lot but it got deprecated longer, even though a few years ago. Other they're good to go and than Pixel Streaming, are used in many you don't have much shipped games. Ask recourse here unless around if you're you want to implement unsure how safe an it yourself. So that "experimental" feature sucks. is. Also, all the new stuff is optional, it doesn't replace old features. Lumen and Nanite are new and cool, but still optional. You can still bake lighting and everything's still compatible with that. Unreal doesn't have multiple rendering pipelines with their I heard you can't make own asset a build that's less requirements. than a billion megs! You do have access to Out of the box in multiple renderers in UE5.3, if you disable Unreal, with different all unnecessary features - there are plugins and package a Deferred and Forward nearly-empty project, renderers for both it's like 120mb. On Desktop and Mobile UE4 that was more like with various quirks 75mb. There's a lot (eg, you only get MSAA more you can do to on Forward). But your reduce file size - assets don't care this is just what I've about this - the done personally. If renderers all look the you search, you should same, and you can find some good tips switch between them at for this. will to figure out what best fits your project. This is the engine that made that game you like. You know how in Batman Arkham Asylum you sometimes have to wait in front of a door I heard the level while it design tools are bad! security-scans you, but actually it's You probably heard loading the next chunk that from me. There's of level while you a way to go, but stand there throwing things have gotten a batarangs and it'll hell of a lot better, take longer to scan especially in 5.3. you on a slower Check out that link machine? That's not for some scoops on the something Rocksteady tools CubeGrid and did, that's just MeshTool, which are Unreal's level both excellent and streaming system they work well together. used for Gears of War. You can just use that. If some game on Unreal ever did a thing you liked, there's a good chance you literally have the code. I heard it's a hassle to develop on/for Linux and Mac! Not really! There were some Mac CPUs that weren't properly supported until recently, but they are now. You can download the editor for Mac through the Epic Launcher just like PC, or for Linux, go here.