Having more features, especially those aimed at corporations instead of indies, means it’s harder to figure out how to make simple things work, especially without tutorials. Even the things that could be simple are probably still more complicated than an indie engine in order to help large developers do what they need to. Since Unreal Engine is pretty much designed for Epic to make their games in, you can bet that that’s their first priority, and indies get table scraps.
The flip side of that coin is that you have access to a lot of the features that the corporations do if you want to put in the time to use them.
What are the downsides for using Unreal?
Having more features, especially those aimed at corporations instead of indies, means it’s harder to figure out how to make simple things work, especially without tutorials. Even the things that could be simple are probably still more complicated than an indie engine in order to help large developers do what they need to. Since Unreal Engine is pretty much designed for Epic to make their games in, you can bet that that’s their first priority, and indies get table scraps.
The flip side of that coin is that you have access to a lot of the features that the corporations do if you want to put in the time to use them.
As terrible as Unity’s API design is, Unreal’s API design is 10x worse and still feels stuck in the 90’s.
It is a performance hog. Unity can run on relatively low spec hardware.
That’s a pretty broad question and it really depends on what you’re trying to do.
A pro (and a con) of the engine is it’s meant to be for a broad range of uses, like arch vis, virtual production, and obviously many game types.
I can, and have, run into engine limitations but it’s usually due to wonky game design requirements rather than a hard engine issue.