Yeah sometimes I’m getting pissed at this but then I realize that 15 years ago if I needed to test one function and put the wrong sign in the calculations I’d need to recompile and rebuild the whole project twice. So thanks god for jit, I can take those 30 seconds to realize how good I have it.
As far as I can tell (based on UE users complaining) we are still miles faster than UE* so we are good?
terms and conditions may apply, if you use visual scripting you don't even have to recompile anything as far as I can tell and since the engine seems to favor that a lot more than writing your own scripts, results may vary
New versions of Unreal is much smoother than Unity in terms of code editing. Play is instant, blueprints compilation almost instant, C++ hot/live reload fast. Tbh it still has some issues especially when you need to add new things in code and then use it in blueprints (it’s easier just restart editor in such case). Also C++ is garbage and debugging is nightmare comparing to C#. And Unreal eat like 6-8 gigs of ram just to exist, and with Unreal only Rider is usable which also like to eat another half of your ram… so life is pain I guess..
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u/subject_usrname_here Mar 16 '26
Yeah sometimes I’m getting pissed at this but then I realize that 15 years ago if I needed to test one function and put the wrong sign in the calculations I’d need to recompile and rebuild the whole project twice. So thanks god for jit, I can take those 30 seconds to realize how good I have it.