Post B6bS0uoNoXWOy8GFU0 by landelare@mastodon.gamedev.place
(DIR) More posts by landelare@mastodon.gamedev.place
(DIR) Post #B6bS0uNnPOFpdfp12e by landelare@mastodon.gamedev.place
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Around two-thirds of my commits in the past two weeks have been workarounds for Unreal Engine bugs. Perhaps the engine is not that great.
(DIR) Post #B6bS0ud2UiRoOwxBnk by wildrikku@mastodon.gamedev.place
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@landelare ugh. As a newbie who has recently returned to Unity, this is somewhat comforting and reassuring, but it also really sucks. (Not that Unity is perfect, but it feels less buggy *and* I have more experience, so writing those workarounds where necessary is faster / possible at all.)
(DIR) Post #B6bS0uoNoXWOy8GFU0 by landelare@mastodon.gamedev.place
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@wildrikku I'll still take Unreal over Unity. At least Unreal is debuggable and patchable, and I don't have to look out for the next surprise license or fee changes. I didn't even accept their latest one, and Epic is cool with that.
(DIR) Post #B6bS0uxFHabvPcPKIS by wildrikku@mastodon.gamedev.place
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@landelare Hm. It's not like Epic has a great track record of good business decisions and I don't know what I possibly did wrong, but I couldn't even properly debug my own applications, let alone Unreal. As someone who makes business decisions, I kinda see your point, but as a dev I don't care at all and very much prefer the more stable, better documented engine.
(DIR) Post #B6bS0v9IYmFg102x5E by landelare@mastodon.gamedev.place
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@wildrikku I consider Unreal "the more stable, better documented engine" 😆 I used Unity for years, and had my share of missing or downright incorrect/false documentation, engine bugs with no fix, Unity support telling me to pound sand, and I personally don't like the GC-avoidance style of C# coding that's the norm there. Unreal has a better GC in C++ for crying out loud, and its code is the ultimate documentation.I really want(ed) to like Unity, but they're doing their utmost to prevent that.
(DIR) Post #B6bS0vNpgjsUk4qYjo by landelare@mastodon.gamedev.place
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@wildrikku Not to say Unreal is perfect. Binary blueprints and redirectors are sheer insanity, and C++ is a terrible language. UE4 actually made it better, but the TObjectPtr madness they have going on in UE5 makes me want to uninstall the whole thing, so I just refuse to use it. Raw pointers work perfectly lol
(DIR) Post #B6bS0vYp1sfVI9zKro by landelare@mastodon.gamedev.place
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@wildrikku Fun fact: #UE5Coro uses TObjectPtr for one single reason: to make people shut up about it not using TObjectPtr.