I will probably port a game of mine from Unity to Unreal as a learning excercise to get to know Unreal deeper (and hopefully solve all of the associated issues I've been having with garbage collection latencies in the game). Your post is a good starting point, especially since we have a similar background as you know. ;-)
One thing I've done after reading some docs was kinda similar. I rebuilt the first game I made with game maker at high school in Unreal. In fact the game needed 2D projectile logic and having the source of the UProjectileComponent helped even in that super simple project.
This is good because You'll touch everything from audio to UI and from saving to almost everything else a bit. My project did not have animations and I did not make any VFX in Niagara either.
Thanks for writing this up. I might have to consult this again should I decide to make the switch. For now, I'm hoping Unity will backpeddle enough that I can justify staying.
I would say learn Unreal or something else even if you stay for the current project.
They did make similar bad decisions before and walked back so they might walk back again but the desprately need cash and they are a public company so they have to do something and the things they want and can do aren't that good for indie devs and their tech doesn't advance much at all either.
I for a few user postpones restart using C++ because I did not like it and I tried to lern Rust or wait for Jai with the hope that I'll learn systems programming language but not C++ but I finally realized that I can mostly use C and when I have to use C++, I have to do it and it is not going anywhere soon.
If you just want to do gameplay however you can do stick to C#. And I get why you like it. The language specially before C# 7 was small and has a good IDE and is easy to use.
Hi Ashkan, nice write up!
I will probably port a game of mine from Unity to Unreal as a learning excercise to get to know Unreal deeper (and hopefully solve all of the associated issues I've been having with garbage collection latencies in the game). Your post is a good starting point, especially since we have a similar background as you know. ;-)
Petter
Petter
One thing I've done after reading some docs was kinda similar. I rebuilt the first game I made with game maker at high school in Unreal. In fact the game needed 2D projectile logic and having the source of the UProjectileComponent helped even in that super simple project.
This is good because You'll touch everything from audio to UI and from saving to almost everything else a bit. My project did not have animations and I did not make any VFX in Niagara either.
Thanks for writing this up. I might have to consult this again should I decide to make the switch. For now, I'm hoping Unity will backpeddle enough that I can justify staying.
I would say learn Unreal or something else even if you stay for the current project.
They did make similar bad decisions before and walked back so they might walk back again but the desprately need cash and they are a public company so they have to do something and the things they want and can do aren't that good for indie devs and their tech doesn't advance much at all either.
Plus, You'll not unlearn Unity.
Honestly my main hesitation is I don't wanna learn c++ or gdscript. I love c# too much
I for a few user postpones restart using C++ because I did not like it and I tried to lern Rust or wait for Jai with the hope that I'll learn systems programming language but not C++ but I finally realized that I can mostly use C and when I have to use C++, I have to do it and it is not going anywhere soon.
If you just want to do gameplay however you can do stick to C#. And I get why you like it. The language specially before C# 7 was small and has a good IDE and is easy to use.