From Unity to Unreal: Codebase Design for an Indie Mobile VR Game
summary
Team ports a mobile VR jigsaw, Puzzling Places, from Unity to Unreal because Unreal’s source access lets the team control Android packing and debug engine/platform issues; development targets Meta Quest and PlayStation and runs on a 5–10 person team with ~100–500k budgets. Codebase enforces C++ base classes with blueprint native events, heavy component splitting so designers can build in Blueprint while engineers refactor to C++, which reduces merge conflicts but leaves hard problems: uasset bloat, brittle Git workflow, and unreliable cross C++/Blueprint debugging.
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chapters (13)
- 0:00Intro
- 0:52About me
- 1:28About the game
- 2:05Criteria
- 3:26Why Unity
- 7:54Unreal vs Unity
- 9:00Blueprints Active Components
- 10:37Why Components
- 13:36Blueprint or C
- 16:29Blueprint Native Events
- 18:05Blueprint C Class
- 23:33Debugging
- 24:39Summary
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