First, I’d like to avoid any name-calling and fanboy answers. Quite simply, I found UE4 quite challenging to run at 60fps in VR in my last couple of titles. There are a lot of inefficiencies in UE4 that I’m hoping to avoid if I move to LY.
In UE4, most logic with any meat on it ran 10-11x slower on BP than in C++ (using stat startfile/stopfile for measurement). Any time saved with rapid BP prototyping at the beginning we pay back in spades when it comes time to optimize. On a smaller team there’s not much time and resources for converting things to C++ as they get finalized. A lot of things got finalized at the last minute as well.
There are some ridiculously expensive things in UE4; or ridiculously implemented. Moveable actors are ridiculously expensive on the render thread (when any actor moves it gets removed from the scene, deleted, and new one recreated and added to the scene). Dynamic shadows are very expensive and pretty much turned off save for a few small lights during key moments in small areas. Any gameplay systems included in the engine are ridiculously expensive, especially the Character Movement Component; others like the perception system are pretty bad as well. Pretty much anything Epic did in gameplay is pure crap from a performance point of view. We made our own version of most of their systems for 8-10x improvement in performance. The whole UActor structure is a bloated mess and they don’t have a lightweight version that would work better for large quantity of AI. A lot of these bloated structures get copied around from game thread to render thread, garbage collected, and perform inane number of sanity checks with no recourse for doing it any other way.
For LY, I imagine Flowgraph or LUA aren’t any better than Blueprints in terms of performance. Still running psedo-compiled code through a VM. So from that point of view FG and LUA I would only use for setup or simple instructions.
So how would LY fare in comparison with the other issues? Is there a simple lightweight way to move actors around and/or play animations for them? Is the basic actor a simple structure? Is the architecture tighter in comparison?
LY documentation seems insufficient at the moment. Forum activity is low, especially in Programming. Online searches for issues yield poor results. Not sure if the engine is ready for general development since resolving all issues on your own can be quite time consuming.