If you're wondering why the only mods for Unreal games nowadays are just model swaps, rather than extensive gameplay modifications (Something which was possible thanks to how open UnrealScript was, similar to Unity games shipping without IL2CPP) or custom content, this is why.įor starters, I've only seen developers release modding tools on GitHub (in the case of Hatred) using some tools that hook into their API to check if you have your Epic Games account tied to GitHub before downloading the tools, modding tools only on Epic's launcher (In the case of Ark: Survival Evolved, Hello Neighbor, or Chivalry), or stuck to using a generic Unreal Engine project with some custom plugins that requires a binary build from Epic's launcher (I've seen Pavlov do this, but there's no real explanation on how they approached doing this). Secondly, Epic's policies regarding distributing editor tools to non-Unreal licensees throws a wrench in the possibility of offering modding tools (Something of which was never an issue with Unreal Engine 3), and even then, there's some massive technical limitations that need to be kept in mind. I've practically boycotted making mods for any of these games, because it's monotonous, and it's going to be an uphill battle unless awareness is actually brought around the subject (Hogwarts Legacy, HiFi Rush, Days Gone, and Returnal are seemingly the only games I've seen that don't do this luckily, but their PC ports don't feel like glorified Xbox debug builds). If the amount of Unreal Engine games on PC that ship with these issues became a drinking game, I'd probably die of alcohol poisoning. Singleplayer games that explicitly lock down or overwrite config tweaks on startup (SpongeBob The Cosmic Shake, Monkey King, and Final Fantasy VII Remake come to mind) are especially egregious about this. I will at least admit that Unreal handles calculations for the FOV properly now, where it had issues with older versions of the engine (As it took horizontal FOV values like 45-50 degrees rather than vertical ones like 90 degrees), but this seemingly has become locked down in a way where you cannot overwrite it using config tweaks (Garten of BanBan is a UE5 title that comes to mind straight away when I think of this). Even Fortnite uses Major Axis scaling (Something which switches between Vert- and Hor+ based on the aspect ratio, that way both 4:3/5:4/16:10 and 21:9/32:9 resolutions are accounted for while leaving 16:9 at it's intended viewing space). Unity doesn't have this problem, most games use Hor+ by default, and with some tweaks, you can support both rather easily (Overscan scaling with physical cameras with a 16:9 sensor size). The former is a problem because it causes the FOV to zoom in the wider the resolution aspect ratio (While keeping the intended horizontal space by adding to the top and bottom for anything less than 16:9), and due to Epic not giving most developers an easy way of fixing this inside of the editor, most games either don't bother switching this, or they result to pillarboxing/letterboxing the game camera (There is a practical reason this is done, because when testing in the editor, it zooms in the wider the viewport size, which can happen if you have the browser on the bottom of the screen, or need to expand the inspector), even if the game and it's UI elements display properly otherwise. Here's my biggest issues with Unreal Engine at the moment, and subsequently, games (especially UE games on PC) that use it:įor starters, the default settings for Unreal projects are hilariously bad, some of which are exposed deep in the editor settings, the others requiring config tweaks on the developer's side.įor example, every Unreal Engine project ships with Vert- FOV scaling by default (As a massive middle finger to ultrawide users, despite how trivial it is to fix), and also has mouse smoothing and sensitivity that scales based on the FOV enabled (resulting in mouse input feeling wonky, this was actually one big complaint people had with Atomic Heart's release).
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