For obvious reasons, the algorithm may treat pretty well your old Unity to Unreal video. I'm glad to see you're capitalizing on it, providing more of this content because there's not enough of it! Thank you very much. After 11 years working professionally on Unity, let's see if I can diversify my career.
I feel for people like you who have been doing this professionally. Gonna be rough transition but I can only assume diversifying will be beneficial in the long run! Here's to me rooting for ya!!
I would normally feel a bit icky about capitalizing on such things but in this instance where Unity is being so incredibly greedy and devious, I feel fine taking advantage of it, especially if it helps out Unity's victims. I've worked in Unity since 2012, I'll still need it for my current job but I jumped ship 3 years ago. I already had enough of Unity shooting itself in the foot time and time again after this doofus took over as CEO. This time I just don't see a timeline where they turn this around but I really hope I'm wrong, we need some healthy competition in the engine market. I've worked in goldsource, then source, then unreal 3, then Unity, then back to unreal 4/5 ( yes I'm old okay?! ) and I can honestly say that it has only been beneficial. Even though the first couple of months of transition is horribly excruciating. I hope I can help a bit with some of the pain, don't hesitate to suggest topics or areas that would be good to cover cause I have a lot I want to cover and I am unsure how to prioritize right now :)
@@DrHippo I can totally relate to your feeling about Unity. Used it since 2014 for all kinds of projects and have grown with VR as well. In the year of Unite when the doofus wasn't running the show yet, they promised us dots audio, and much more. Many years later it's still??? in development, while during this time they bought a few expensive marketing and film fx companies for huge amounts of money. And now they want devs to pay more for their mistakes and shareholders. If they used that money differently Unity3d would be everything they ever promised and more. Unity3D the engine is not the core of the company anymore, and that's the main reason I'm slowly trying to move away from Unity. INO If Unity stays like this, it will be abandonware soon as the heart of the company, the devs of Unity, will all have left and maybe started a new open source game engine. Jump to Godot even?
Thank you! That means a lot to me :) I was actually considering making a test with cutting out the unity comparisons out and upload it as a second video for UE devs. I am just afraid that 2 nearly identical videos could be seen as spamming 🤔
@@DrHippo nah. Play that yt algo and do it with a new title and thumbnail that appeals to UE devs. Maybe mention in the beginning that you have a video that's similar to this one but is better for unity devs transitioning so it can funnel them over to this one. Your teaching is valuable to others so I think everyone would let it slide haha
@@DrHippo 5:00 what can we do to make this more readable. 1. - quit Unreal. 2. - open Unity. 3. - write it in C Sharp code. Always i see this blue print, or node based Click things, i screaiming in Pain. it is horrible. Also you learn nothing from, because. Close unreal, you have learned nothing, you cant do anything. close unity, open windows editor, write your c sharp script. Why ? you have learned something.
This was a very good video to start with. Up until now I thought blueprints were just like "scripts" that you could attach to objects, so it's very nice to have that cleared up in the first minute of the video lol.
This is great. Explains a lot. I will be using C++ and Blueprints as Unreal recommends using Blueprints for simple logic, and using C++ for more complex logic and processing.
Man, talk about helpfull at the right time. Just trying out Unreal and your way of explaining really helps thanks. Coming from Unity C# and tinkering with GO all these years, unreal scares the shit out of me. This can help me out a lot. Please make more.
Glad you found it useful! Unreal is very daunting at first, especially coming from Unity which has a much simpler interface. I hope you stuck with it! I'd love to make more but I have so many things going on right now, it's hard to find the time and energy. I'm also struggling a bit to figure out which tutorial to make next that could help Unity devs with transitioning to Unreal, any ideas? :D
@@DrHippo So if there is anything for example I'm struggling right now is how to wrap my head around these blueprints, but in situation like: In unity if I had something like Selection Manager, Combat Controller, I would just put it on empty GameObject and that's it, so in simple words I create script I need and I put it into game. With all these different kinds of blueprints classes, actors, pawns, it gets overwhelming and I'm strugling with chosing what is what. The second topic would be of course multiplayer but that's probably another whole playlist :D
Really useful stuff! Thank you and I hope you make more - framing things in Unity terms is really helpful for anyone (else) considering making the switch. One thing I would suggest is you make more grounded examples while explaining. Names like "TutorialFunction" don't help me learn where that function should go, or how it should be called. But if it was "Jump" or "Respawn" that would put it in context. Also if you can bring in C++ comparisons that would be even better! Most Unity devs (I think?) are not afraid of a bit of code. Cheers!
I hope i can find the time to make more! Absolutely, I will have a more concrete example next time. This was my first time ever making a video without a script so there is plenty of room for improvement, I realise now that I'm gonna need at least a small outline of what I'm going to talk about :P I'm not confident enough in C++ to make comparisons but I could've shown some C# comparisons for sure, thanks for the feedback!
It might feel like starting over but you are bring with you so much knowledge with you of just how games are put together which is invaluable and translates directly to other engines. Things are just named differently and they're sometimes wired together in unexpected ways. Especially with your experience with playmaker, this transition for you is going to be relatively "easy", doesn't mean it's not gonna be frustrating though :P
Thank you! I'm glad it could ease some of the horrible pain of switching engines :D Any suggestion on other topics that could be handy for a unity dev switching to unreal?
@@DrHippo Unfortunately not (yet). I knew Unity quite well and thought I give other engines a chance and only did a quick Unreal demo. I ended up using Godot a lot recently but still think Unreal is great and I will probably do another 3D demo in it as soon as I find some more time.
Thanks ! I come frome Unity and I've done a few tutos before yours, and still I was confusing about what really is a BluePrint : Is it nodeScripting (as i can see everywhere) ? but it seems to be prefabs also !? . Event in the official documentation its quite confusing. Now I Have my answer. Very clear. Cool thing you said about Actors is the fact you don't see all theirs childs "GameObjects" in the "Hierarchy" (sorry for Unity terms;). In Unity its a real mess I can't solve in every project I work for.
One thing I couldn’t seem to find out is how do you separate your logic with blueprints? For example if I want to make a enemy in unity I would a collision script and a health script then make that a prefab, how would I do that in unreal?
I should've quickly covered this in this video, but it's very similar to Unity in that regard. When you open your blueprint, to the top left you will see a list of components and a + icon which lets you add more components. TO make a component just make a new blueprint and select actorcomponent as your base class, or select scenecomponent as your baseclass if you need your component to have a transform.
For obvious reasons, the algorithm may treat pretty well your old Unity to Unreal video. I'm glad to see you're capitalizing on it, providing more of this content because there's not enough of it! Thank you very much. After 11 years working professionally on Unity, let's see if I can diversify my career.
I feel for people like you who have been doing this professionally. Gonna be rough transition but I can only assume diversifying will be beneficial in the long run! Here's to me rooting for ya!!
I would normally feel a bit icky about capitalizing on such things but in this instance where Unity is being so incredibly greedy and devious, I feel fine taking advantage of it, especially if it helps out Unity's victims.
I've worked in Unity since 2012, I'll still need it for my current job but I jumped ship 3 years ago. I already had enough of Unity shooting itself in the foot time and time again after this doofus took over as CEO. This time I just don't see a timeline where they turn this around but I really hope I'm wrong, we need some healthy competition in the engine market.
I've worked in goldsource, then source, then unreal 3, then Unity, then back to unreal 4/5 ( yes I'm old okay?! ) and I can honestly say that it has only been beneficial. Even though the first couple of months of transition is horribly excruciating. I hope I can help a bit with some of the pain, don't hesitate to suggest topics or areas that would be good to cover cause I have a lot I want to cover and I am unsure how to prioritize right now :)
@@DrHippo I can totally relate to your feeling about Unity. Used it since 2014 for all kinds of projects and have grown with VR as well.
In the year of Unite when the doofus wasn't running the show yet, they promised us dots audio, and much more. Many years later it's still??? in development, while during this time they bought a few expensive marketing and film fx companies for huge amounts of money. And now they want devs to pay more for their mistakes and shareholders.
If they used that money differently Unity3d would be everything they ever promised and more. Unity3D the engine is not the core of the company anymore, and that's the main reason I'm slowly trying to move away from Unity.
INO If Unity stays like this, it will be abandonware soon as the heart of the company, the devs of Unity, will all have left and maybe started a new open source game engine. Jump to Godot even?
This video is so good. UE native devs should watch it too. You're a great teacher.
Thank you! That means a lot to me :)
I was actually considering making a test with cutting out the unity comparisons out and upload it as a second video for UE devs. I am just afraid that 2 nearly identical videos could be seen as spamming 🤔
@@DrHippo nah. Play that yt algo and do it with a new title and thumbnail that appeals to UE devs. Maybe mention in the beginning that you have a video that's similar to this one but is better for unity devs transitioning so it can funnel them over to this one. Your teaching is valuable to others so I think everyone would let it slide haha
@@DrHippo 5:00 what can we do to make this more readable.
1. - quit Unreal.
2. - open Unity.
3. - write it in C Sharp code.
Always i see this blue print, or node based Click things, i screaiming in Pain.
it is horrible. Also you learn nothing from, because. Close unreal, you have learned nothing, you cant do anything.
close unity, open windows editor, write your c sharp script. Why ? you have learned something.
This was a very good video to start with. Up until now I thought blueprints were just like "scripts" that you could attach to objects, so it's very nice to have that cleared up in the first minute of the video lol.
Thanks! Glad I could clarify that for you 😂
Please make more of these! A lot of people are going to be making the transition soon & this style of explanation is super helpful!
Just released another one and I have at least one more in the works :)
This is great. Explains a lot.
I will be using C++ and Blueprints as Unreal recommends using Blueprints for simple logic, and using C++ for more complex logic and processing.
That's also a great approach 👍
Man, talk about helpfull at the right time.
Just trying out Unreal and your way of explaining really helps thanks. Coming from Unity C# and tinkering with GO all these years, unreal scares the shit out of me. This can help me out a lot. Please make more.
Glad you found it useful! Unreal is very daunting at first, especially coming from Unity which has a much simpler interface. I hope you stuck with it!
I'd love to make more but I have so many things going on right now, it's hard to find the time and energy. I'm also struggling a bit to figure out which tutorial to make next that could help Unity devs with transitioning to Unreal, any ideas? :D
@@DrHippo So if there is anything for example I'm struggling right now is how to wrap my head around these blueprints, but in situation like: In unity if I had something like Selection Manager, Combat Controller, I would just put it on empty GameObject and that's it, so in simple words I create script I need and I put it into game. With all these different kinds of blueprints classes, actors, pawns, it gets overwhelming and I'm strugling with chosing what is what. The second topic would be of course multiplayer but that's probably another whole playlist :D
switching from unity, glad i found you!
Really useful stuff! Thank you and I hope you make more - framing things in Unity terms is really helpful for anyone (else) considering making the switch.
One thing I would suggest is you make more grounded examples while explaining. Names like "TutorialFunction" don't help me learn where that function should go, or how it should be called. But if it was "Jump" or "Respawn" that would put it in context.
Also if you can bring in C++ comparisons that would be even better! Most Unity devs (I think?) are not afraid of a bit of code. Cheers!
I hope i can find the time to make more!
Absolutely, I will have a more concrete example next time. This was my first time ever making a video without a script so there is plenty of room for improvement, I realise now that I'm gonna need at least a small outline of what I'm going to talk about :P
I'm not confident enough in C++ to make comparisons but I could've shown some C# comparisons for sure, thanks for the feedback!
I'm learning UE and blueprints after many many years of using Unity and PlayMaker, there is a lot to learn but I think I can do it :3
It might feel like starting over but you are bring with you so much knowledge with you of just how games are put together which is invaluable and translates directly to other engines. Things are just named differently and they're sometimes wired together in unexpected ways. Especially with your experience with playmaker, this transition for you is going to be relatively "easy", doesn't mean it's not gonna be frustrating though :P
this is going to help a lot of people including me
Excellent introduction; it helped me a lot!
Thank you! I'm glad it could ease some of the horrible pain of switching engines :D
Any suggestion on other topics that could be handy for a unity dev switching to unreal?
@@DrHippo Unfortunately not (yet). I knew Unity quite well and thought I give other engines a chance and only did a quick Unreal demo. I ended up using Godot a lot recently but still think Unreal is great and I will probably do another 3D demo in it as soon as I find some more time.
After I switched from unity to Unreal a half year ago, unity has felt like an old rusty butter knife and unreal like an army knife set.
Same! I just wish their c++ documentation was as excellent as it is for unity's c# documentation :(
Thanks ! I come frome Unity and I've done a few tutos before yours, and still I was confusing about what really is a BluePrint : Is it nodeScripting (as i can see everywhere) ? but it seems to be prefabs also !? . Event in the official documentation its quite confusing.
Now I Have my answer. Very clear.
Cool thing you said about Actors is the fact you don't see all theirs childs "GameObjects" in the "Hierarchy" (sorry for Unity terms;). In Unity its a real mess I can't solve in every project I work for.
I'm glad I was able to clarify, it's pretty confusing coming from Unity :D
One thing I couldn’t seem to find out is how do you separate your logic with blueprints? For example if I want to make a enemy in unity I would a collision script and a health script then make that a prefab, how would I do that in unreal?
I should've quickly covered this in this video, but it's very similar to Unity in that regard. When you open your blueprint, to the top left you will see a list of components and a + icon which lets you add more components. TO make a component just make a new blueprint and select actorcomponent as your base class, or select scenecomponent as your baseclass if you need your component to have a transform.
Good thing I never liked Unity in the first place. So we're not affected.
I don;t trust Swiney but at least the terms are'nt vague and muddy.
Not that I actively trust Sweeney either but next to Riccitiello, he looks like a saint :P
@@DrHippo Exactly! The best of the bad bunch. The lesser of 2 evils