Ive used both. With the addition of megascans and the integration with C++, i personally like Unreal. However Unity does have its own appeal. I do have some issues with both.
Based off my very poor understanding of unreal, i have no clue whether to use C++ or blueprint for dev work. It looks like blue print is the way to go, as the visual scripting system, but then C++ is also avaiable. They also give an option for project targetting either, which makes things more confusing. However the feature set unreal gives is very advanced compared to unity which is definitely a pro.
Unity on the other hand is easier to start with, however the integration with complex shaders seems lacking. The use of c# for the primary dev language is a definite advantage IF using C++ with unreal, which is no longer required.
I am personally leaning towards unreal, but would love to hear feedback on personal gripes about either.
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[–] ShowerRod ago (edited ago)
If.you go with unreal, use blueprints to try things out, try to build and generate an executable outside of the editor. Switch over to c++ when your confident in your design. Running will give your better performance as you game develops, too much blueprints eventually will slow the game down. Usually you will not notice this until you have lots of blueprint code.