Is your game just a renderer with an empty screen or do you have mechanics? Are your models animated? This means writing cpu/gpu animation in your engine. It takes years to write all of the foundation, or will rely on high level functionality the engine provides.Normally, for large companies, Blueprints exist for iteration and quickly testing some implementation. Then you put it into C++.I can only speak for myself but I am baffled why any solo dev would choose UE5.What is Codex's opinion of Unreal Engine 5?
Anybody here working with it?
But as a solo dev, you just do it ALL on blueprints. And the speed of development on BPs is blazing fast.
A special word on animation. Unreal can do it all. Automatic animation retargeting. The animation blueprint is unparalleled in what it can do. And if you're interested in something like motion matching, UE has got you covered with paid (torrented) plugins.
And that's just one aspect of the high level functionality - animation. You have a sound designer on your team, Unreal has MetaSounds. You want networking - Unreal has unparalleled network system that you can work with in the editor - you select the number of clients and hit play: it launches a dedicated server and any number of client windows that immediately connect to the server... in EDITOR.
The only reason why not to use Unreal is if you want to do 2d. Otherwise, if you're not using Unreal, it's only out of ignorance.
So you are the "more is better" type. Look at all these fancy features, it makes UE5 x10 better. The gypsy wedding of engines.
It's an entirely utilitarian approach, not emotional and not irrational. Your analogy doesn't fit. If the engine offers something you don't need, don't use it - it shouldn't bother you. You seem to imply that it should bother you, which is irrational.