I really like your quotations and was attempting to return it the same way.
But yeah, let's list it then:
1. Yeah, i'm too stupid but i want to understand this lean "CPU, GPU hardware print." Baking took awhile and it creates something about 300 MB.
Also everytime i need to build "shaders" it takes too long. I just want to render flat shaders, like handpainted textures, and it always goes back and render like 100 thing in the background. And i could never get flat shaders from it, and the forum gave me no solution.
2. Clearly. it's not a sausage machine. it's a cow butchering, meat refinery factory. See answer one again.
3. it's not stylized. Basicaly i'm removing everything from lightmass, shadows, motionblur into raw stuff, just texture and mesh.
4. again, it's an answer i found somewhere, that flat shading is not supported in unreal.
5. cheers. I think unreal is solid too. Stable, but man, it's heavy in visual. I want it stable and lean, and unity can provide it much faster than unreal in blueprint and cpp.
What a shame since i still can't find the solution to strip it all.
6. i am glad that it's lacking splashscreen. Clarification: since unity needs you to pay for pro to remove splashscreen.
7. blender game engine is out of the question for now. What i meant is that since python library needs to be reinstalled everytime the runtime is created.
but that's an entire different story.
But i suppose all these counter argument of mine is just making it all messy.
I want to use Unreal, but apparently it keeps going on' Building shaders(100 something)' and i can't get it to make simpler games.
i have like zero programming skill and to wait until i am "proficient", will i even get to ship a game?
That's the question.
1. Okay, I remember a while back I had a "problem" with the engine always compiling shaders. It was nearly constant on my computer, but my artists computer never had that problem. After a bit of investigation, I figured out that it was a problem with my CPU. I didn't have enough cores on it, so the compile shader thread was not a background thread and it kept on interrupting my work flow. So, I went out and bought a high end processor and the problem took care of itself.
3. You can remove a ton of shader code by unchecking a bunch of default properties. Don't want lighting and shadows? Make your shader unlit. Don't want shadows? Turn off "casts shadows" on the mesh. Got a favorite shader material but want to tweak a few settings? Make it a dynamic material instance and change shader properties on the fly! There's a lot of advanced stuff available with the shader system, but just because there are advanced capabilities doesn't mean you have to use them. They're there if you ever need them though ;)
If you're brave, you can also write your own HLSL code and inject it into the UE4 shader as a "code" node. You can come up with a super simple vertex shader and pixel shader, and ignore the other stuff, like fragment shaders and geometry shaders. I personally use custom HLSL code very sparingly since the engine can't optimize it.