Best First Unreal Course

Despite this thread heating up a bit, it was an interesting read. By now I have bought most of the Gamedev beginner courses for Blender, UE and Unity. Not knowing much about the three platforms I assumed ‘Unity’ was the Big Kahuna of game dev but was kinda hoping Unreal Engine was (since I couldn’t help buying UE assets that simply looked great even though I had no knowledge how to actually use them, that same craziness clouded my mind in music production buying stuff randomly).

Anyway, I want to begin with UE, making a game would ultimately be great but for now I would be thrilled to use the platform as a video generation whatchamacallit providing scenes for music videos I intend to make and by doing so make a little good on all the stuff I bought. As for my ‘shopping addiction’ it helps they murdered the Unreal Engine Marketplace turning it into the wish list free atrocity called ‘Fab’ .

As for beginners and gamedev courses, I found it personally impossible to click along with an Unreal engine version slightly higher than the instructor uses, that first course experience was very frustrating and the version thing should be stressed at every course because as experienced teachers/devs you take it for granted anyone can figure out where UE has moved a particular asset/function/property to in every new version they introduce, which as a beginner you simply won’t know.

Which course are you referring to?

Regarding Unreal differences, yes, the newer versions have differences. The biggest one being for the beginner Unreal C++ course because some of the assets are gone from FAB and on top of that, the new Enhanced Input System. Plus there are breaking changes along the way, little, minor but it does affect the old UE4 Blueprint course which honestly is so much fun.

I used to experience the same issues with minor versions of Unity when working with VR. I remember having to use 17.1 and when 17.2 was released it broke everything completely and just couldn’t use it. even bug fix versions were breaking sometimes so we had to stick with a very specific install. The new Unity release also has updated their timeline to v3 which has broken how timeline works from v2.

I’ve seen some experienced users saying that sticking to 4.27 is useless, “just disable nanite and lumen and you’re good to go” they say…
Still, I can find many posts and comments online about UE5 not being production ready for games, complaints about performance issues even after optimization tweaks, bugs and such…

After facing some issues myself with flickering lights and shadows for example, and also after not finding any UE5 games that draw my interest, I decided to quit 5 and begin by learning 4.27 which I’m enjoying so far.

Then I found discussions like these below about an alleged performance drop since 4.26 that was never addressed.


4.26 performance - Development / Rendering - Epic Developer Community Forums

Do you have any insights regarding this alleged performance drop from 4.25 to 4.26?

Because I’m learning UE 4.27 but comments like this makes me curious about the possibility of older versions being better than the newer ones. I’m also curious about a few plugins only available for 4.26 and below.

Any thoughts?

The requirements for 5.5 have taken a massive leap so disabling nanite and lumen doesn’t help. In fact, nanite you just don’t use, you don’t have to disable anything specifically.

Earlier versions of 5 happily work with an rtx 2060 though you can get reasonable performance from a 1060 6gb card or higher in 5.4 as I discovered on a 1080p display.

Now they list 2 SSDs and 32gb ram as well as a gpu with 12gb vram.

UE4.27 and 5.0 have a lot in common as the new features like metasounds, world partition, nanite and lumen were the main things.

So, yes 4.27 was poorer performance but also I found it buggy - used to freeze all the time.

32gb ram is the absolute minimum I would recommend, more for c++ (I have 128gb) and cards like the 4060 12gb or 4070 super would meet the gpu requirements

Lastly, 4.27 is far faster than 5.0 even if you disable lumen, particularly if you wanna mess with VR. The engine size is smaller which helps and the requirements are a lot lower. 4.27 will run 4k happily with a 1060 and 5.0 will be pushed to get more than 20fps at 4k. It’s not feasible with unless you have the cpu and gpu.

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Thank you so much for the detailed answer. What about the 4.25 to 4.26 performance drop thing? Any thoughts?
Of course I’m gonna run a few tests after I acquire more experience but right now I don’t know anything about profiling neither have complete game projects to run the tests.

I would say that performance drops may be inevitable as new versions are released as they will be adding new features. Of course, it does depend on which features used. I would say however that performance has improved in later versions of 5. 5.3 and 5.1 in particular were not good releases

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