Unreal is visually enticing and appears to be extremely user-friendly. In the beginning stages, I found it really nice to use and I was excited to learn more. My game was looking extremely fancy without trying too hard, and perhaps this was a bit of a trap.
I got carried away with the visuals, and when it came down to accomplishing solid mechanics, I found it far more challenging than using C# in Unity. The blueprints to me look inevitably messy and there is such a huge range of nodes available that it is quite confusing, to begin with - especially with being used to Unity, and all the keywords are different.
In the early stages, I spent a lot of time getting the scene complete - the terrain, character retargeting, the building and using materials etc. I was really pleased with my progress, and once I started to work more on the blueprint side of things, the mechanics, I started to struggle and encounter lots of bugs in my game.
I felt as if every time I managed to fix one thing, another broke. I found fixing bugs and errors in Unreal is quite challenging, and not clear where the problem is. By the end, I believe I am getting more used to reading the error messages and navigating to where they are located, but using Visual Studio combined with Unity seems to offer much more support for error handling.
Even though I have struggled with blueprints and getting used to all the options and windows available in Unreal, I have learned a huge range of elements in areas I would not have expected, such as retargeting a character and animations, creating terrain and using a blend of textures and materials to create various surfaces.
If I were to do the project again, I would spend far less time getting into the visual side of Unreal and focus heavily on the fundamental mechanics. My game is missing a huge amount of features, and as a game would be very unsuccessful. The visual side of it is impressive, but that only goes so far.
I should have taken more time to learn the basics of blueprints, and tried to relate it to C# as much as I could. It was not till later on, I started to discover several nodes that were the equivalent to C# functions, and it became easier to understand. If I had focused on this from the start, I would probably have got myself into creating a greater range of elements and learning much faster. The graphics could have been added at a later date, instead, I found myself struggling and spending most of my time trying to fix bugs with the few features that I did manage to implement.






