Game Engine and Assets Leaks

Is 4.26 worth the upgrade?

Submitted by zarrar, , Thread ID: 210897

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RE: Is 4.26 worth the upgrade?

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This post was last modified: 30-06-2021, 11:08 AM by zarrar
#5
30-06-2021, 12:25 AM
DiGhetto Wrote:
Were already on 4.27 preview and UE5, pretty soon 4.26 will start to get to the same position as 4.25, i recommend you since you still on 4.25 to go now to 4.26 and start practicing with 4.27 and UE5 (UE5 is happening very fast to be honest were on early access 2 already) 2022 it will be the launch of UE5, so i 100% recommend jumping to 4.26
I personally don't think UE5 is worth making production games with anywhere for the next 5 years. There's still a lot to figure out in it and anybody who has tried their example project knows how buggy it is.

As for 4.26, I don't know if it's stable yet and if enough assets have been migrated to it to be a viable option over 4.25. I do work on 4.26 but only for concepts and tutorials. Nothing production quality. I've been learning the Motion Symphony plugin on it

30-06-2021, 12:32 AM
Futaro Wrote:
I'd recommend to personally, it just allows for you to adapt faster and staying on older versions isn't gonna help.
I've been using 4.26 since it released, but have been hesitant to begin full production using it. Want to stay on a safe side. Also, has their water system finally been fixed or is it still a mess?

30-06-2021, 10:07 AM
pinkink Wrote:
In my opinion, yes.
For me, at least, (with my potato computer) performance is better and project loading times are shorter. The ability to edit 3d meshes in-editor is really cool and allows for a more streamlined experience when designing levels.
Also, I personally mostly use 3d assets rather than plug-ins because I much rather implement my own code in my projects. If you are worried about bp plugins/projects fitting your project, I'd recommend learning how to implement them yourself (Not to mention a lot of the bp assets available are not actually that good).
If it is CPP code you are worried about, and you don't know how to code (or don't want to), you can mostly use 4.25 code plugins compiled in 4.26 (the code is still the same).
Additionally, soon you will have to migrate your project to UE5, which has some really interesting features that are a fundamental improvement from UE4. So you might as well do it, before your project becomes big and bloated and it takes forever to migrate.
I have a lot of uses for plugins, and as of now, plugins are quite slow on getting updated to 4.26. I can do c++, just can't bother to spend time on it when I can get the same code done faster with blueprints. Yes, it's dramatically slower but I've been relying on Blueprint Nativization to save me there. Might have to manually rewrite BPs to c++ otherwise.

As for UE5, nope, not touching that thing for the next 5 years, in terms of serious production. It's buggy. I play around with it, but I, personally, would be vary of making a production game with it for now. It's just got too many things to fix for now

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