@neilogd Switched studios 2 years ago, and had to make the Unity to UE4 switch... it took me awhile.
If you're like me, Unity had been my primary engine for a long time, and it took awhile to stop assuming that things worked in Unreal the same way as they did in Unity.
@khalladay I've spent most of my career with in-house engines so far. Unity was always a "close enough" match to the way my hobby engine done things, so UE4 kinda breaks my familiarity.
@neilogd @khalladay UE4 is still very much rooted in design decisions from 20 years ago. Lots of technical debt and spiky edges. The surface area is huge, and the boundaries are unclear. It took a couple months to really get into it in a meaningful way. It makes a lot of assumptions about what you're making before you even start. The engine code has at least some amount of knowledge about Main Menus, characters and movement, etc. :(
In terms of actually understanding what's going on, I found starting with one particular system (in my case, the renderer) helped, because it broke the engine into a more manageable chunk.
For awhile that was the only system I understood, but at least I had that knowledge to help me put other systems in context when looking @ them
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