>>718405710
>getting the gameplay to feel like the devs intend to is harder than when dealing with a proprietary engine
That goes for every single public engine. It was valid for UE3 too, and UE3 had its own quirks that you couldn't work around. For example it didn't like loading new levels from the disk, it preferred to have all levels present at once.
So the devs did that (with the irrelevant levels having no light, no npcs, and the textures set to basically 1 pixel resolution so they wouldn't take up resources), but they did do that. They did have to place all levels in the same scene at once.
This is why in Arkham City, which is a UE3 game, you can no-clip in the overworld and fly downwards out of bounds into the final level and finish the game. That's how speedrunners do it.
The problem with UE5 is not what you're talking about. Not at all. The problem with UE5 is that its selling point is automating optimization, which means UE5 games get handed off to indians who have such horrible optimization UE5's methods don't work