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Why I’m choosing Unreal Engine 4 over Unity 5

First of all, this post is not intended to initiate or encourage a flame war, neither to be a deep comparison about these tools. This post is just my personal opinion about the matter, feel free to disagree with me or contribute with it in comments.

As written in my previous post, this last week I was trying to decide which engine I’m going to focus from now on – Unity 5 or Unreal Engine 4. Both tools are really great, with huge community, good documentation, several resources, etc. In special, Unity has grown A LOT since past few years acquiring a legion of fans (just look at ludum dare!).

However, I think Unreal Engine is a better option FOR ME, because:

Engine features

This is actually the most important reason of why I prefer UE 4.

Unreal is a mature tool with several years of development, so it is natural to UE have a lot more stable features compared with Unity. For example: material editor, behavior trees, animation editor, visual scripting, great debug tools, general game structure, etc. But…

Unity doesn’t have feature X, but you can find a solution for it on the asset store

I read this a lot. Unity does not have scene transitions, but you can buy it in the asset store for 75$. Unity does not have a node-based material editor, but you can but one in the asset store for 90$. It is good to know that there are so many stuff in the asset store, but still:

  • There are several essential things that Unity should provide.
  • Most assets are over-priced – 75$ in a scene transition? Really? – Moreover, it is pretty easy for an American or European to buy a couple of packages with 200$ or 300$, but for Brazilians trying to make some small stuff, 300$ is A LOT OF MONEY (in this very moment, this would be equivalent to 1500$+ for an American or 2000$/2000+ for an European).
  • Lot of assets sucks – the Unity team seems to understand that quality matters just now, and still they don’t have a practical solution for it.
  • Lot of assets are incompatible. Now suppose you buy 3 cool assets for 1500$/2000$ and then discover that you can’t use them together.

Again, it is awesome to have lots of useful stuff on the asset store, but I (with big I) don’t like and can’t afford this current model.

Programming and game structure

Unreal uses C++ while Unity uses C#. I need experience on C++. Not preference on this one, only utility.

Unreal also uses a visual scripting scheme called Blueprint – which enters on the feature discussion above. Blueprint is awesome and deserves an article exclusively for it.

Still in the programming aspect. I am a lot more comfortable with Unreal structure. Every time I try to do something on Unity, I end up frustrated. Unity enforces some crap solutions based on its entity-component system. Just look at the number of singletons that people spread around forums.

Open source

I’m an open source guy, and I believe that OSS is a sustainable solution for any kind of application. With open source softwares – in special those maintained by a big company – we have a more efficient flow of bug discovery/correction and the guarantee (in a certain level) of good features, since users can evaluate, criticize, and contribute directly to the code, even before its release.

On the other hand, companies with proprietary tools must have a bigger investment to supply this quality and efficiency on the development. Moreover, with proprietary tools, your project will be tied and sometimes hanged, for example: the Brazilian government lost MILLIONS of digital documents some time ago, because they were all in an old proprietary format that were deprecated and the company didn’t provided any real conversion solution for them – after that the government started to adopt open formats for their documents.

The Unreal Engine 4 is open source, they capitalize on a percentage over the revenue of your game. They also provide several GOOD QUALITY assets and example for free (for non-commercial usage), so you have a big base to start your prototype and study.


In summary, I’m going with Unreal because:

  • Features
  • C++
  • Better structure
  • Open source
  • Good base assets

Reminding that, this is a personal choice based on personal motivation and preferences. I don’t want you take this as confident basis for you. Both Unity and Unreal are great tools, try them for yourself.


Weekly Log #4 – Changes and indecisions

Past weeks I could’t do much on my studies and developments on game dev. I had some big changes on my short-term life plan and, therefore, I had to think what to do with this. One of these changes includes how I am going to dedicate my free time – what I’m going to learn? – and how I am going to make my game programming portfolio.

First of all, I’m reading the book Game Engine Architecture and I hope to write my own engine and practice my C++ following this. However, this isn’t much for a programming portfolio, I also want to show that I know how to implement gameplay elements, quest systems, loots, inventory, stats, and some other common stuff we found in big games.

To be parsimonious with my time and efforts, I also would like to implement these stuffs in a – complete and professional – game engine, so I can learn something useful for the industry and don’t lose time with basic aspects of the engine. So this week I’m going to take a look at Unreal Engine 4 and Unity 5.