Ya know, it is a recreation of a game that looks completely different, like the camera angle... But Sons of the Forest just shows how beautiful Unity can be. :D
That part. Camera angle was off, couldn't move anywhere but a straight line and no buildings. Looks like a bunch of downloaded assets put together quickly
@@gamingclipz7309 Damn this is ignorance at its finest. :D Unreal is great, powerful, pretty. But it lacks two things. Easy of use, and documenfuckingtation. Unity on the other hand can be just as pretty, technical, and it has two things. Ease of use, and documenfuckingtation.
@@gamingclipz7309 your the kinda guy to not play a game just bc it’s made in Unity, plenty of AAA games are made in Unity, The forest, Sons of the forest, subnautica, subnautica below zero, Genshin impact, over cooked, just to name a few
Just playing off the public's lack of development knowledge, as if Unreal is some magic engine that makes everything look better with a click while Unity is "ugly game engine"...
Hey, I think you dropped your word salad. Also if you're implying that UE5 is just for animation you are so beyond wrong. UE5 is a top tier game engine, and yes, in comparison Unity is a garbage fire. UE5 has nanite, Procedural Content Generation, Procedural Foliage Volumes, Lumen, Real Life based Atmospherics, etc. Unity is a piss poor excuse for a game engine used mostly for mobile games and bad developers, while the company also attempted to screw over developers. @@backsmasher1723
@@backsmasher1723true but both engines are fully capable of making the same games, the reason I feel like unreal games are so bad is due to the fact that everyone assumes its the best engine so they go to use It then know nothing about how to code a game so their complete game is just not even a game. Where as in unity theirs so much documentation on every aspect that it makes whatever your making come together so much easier. I've found in unity if there's something you want to do and can't seem to do it, it's because you don't know how to do it and not that unity can't do it. With unitys new price plan most people are switching away from it which is totally understandable but that price plan doesn't affect anyone using the free version of unity which you only have to upgrade if your making 100k per year with your game
@@オタクもの Lmao, Admit that you are too broke for your pc to handle. I am not saying better graphics equals better gameplay.. I am saying better graphics help you immerse in the virtual world.
You have any advice for someone that have never touch UE before where to begin with?, yeah you know unity being sucks and need to find an alternatives soon, and there are only 2 viable options, sigh 😢 hope UE will never follow the unity path of business strategy
@@オタクもの there are a couple methods, are you looking for the C++ Method or Blueprint Method? Blueprint you can either a.) create an event using the key, just search for it and scroll b.) Recommended Blueprint method is create an action using the enhanced input action system. to do this, in the content browser, create folder for each of your inputs. create Input actions, i.e. IA_Pickup, IA_MoveForward, IA_MoveRight and change the value type as desired. in this case, you would want to make the value type for IA_MoveForward to float I do believe. depending on how you want to do the logic, and IA_MoveRight to a float as well. Then add a trigger as desired if needed. I dont believe this is needed for movement. then once you have made Input Actions associated for each of your desires. you can create an Input Mapping Context, in the content browser right click. search for it and create it. then add the Input Actions you created earlier in this list and associate the keys and "Values" as desired. MoveForward (W) is 1.0, (S) is -1.0 for example. now you have a re-mappable action controller and if you go into your thirdpersoncharacter you can add mapping context by either getting it from your player controller and just adding everything inside of your controller blueprint. ua-cam.com/video/CYiHNbAIp4s/v-deo.html C++ Open up your Player.h file and add ```UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "EnhancedInput") UInputMappingContext* InputMapping;``` UPROPERTY is a way of defining properties in unreal to automatically collect garbage and memory error handling. while InputMapping is a type of the InputMappingContext (Which we created above in blueprints) by making this "EditDefaultsOnly" and "BlueprintReadOnly" we are able to modify this within the blueprint itself so we have context. You will always need to forward declare ```class UInputMappingContext;``` so compile and open up your player in the blueprint view then select your InputMappingContext, do everything above like blueprints before logic comes in to player. now inside of your cpp file ``` //Reference the action Input controller UEnhancedInputComponent* Input = Cast(PlayerInputComponent); //Bind the Action using InputName, Trigger Event, Ref Object, Function Call Input->BindAction(MoveForward, ETriggerEvent::Triggered, this, &AYourCharacter::MoveForward); ``` for example. This is why I recommend people who are new to Unreal to start with blueprints because the C++ and blueprints are more similar than you would realize.
@@junaidywijaya6413you could start with learning blueprints and how to setup your own character and animations, then try using blueprints to do some drop pickups like that, then try following a UA-cam tutorial to make some simple game, I am now learning how to make a endless runner from a UA-cam series later I will do my own as I know the logic
Anyone who recreates their "first game" would make a better game with what they have learned. And looking by how basic both games look the engine was hardly limitating your capacites. Unreal might be more powerful hut that means absolutely nothing to 99% of indie and solo devs.
I feel unreal workflows feel hard at first, but it is more inclined towards industry standards. And with unity it is more user-friendly but it kind of has its own ways for implementing features. Please share your thoughts about this.
This was exactly my thought on twitter the other day after unity announced the revenue share model, it seems to me that unreal isn't really inclined towards solo indie developers, but I am unsure since I haven't really made a full game in it.
@@オタクものunreal is more professional while unity is more like a huge toolbox where you get a huge quantity of tools that allow you any job while unreal has greater but less tools. The added complexity in unreal allows for a lot more at the cost of ease of use
Developers are the most toxic community. If something isn't custom coded in C (not even C++), every single item custom made by custom software in a custom engine with one hand using windows 32 and using the nVidia A100 50lb graphics card on a custom pc with a hand built computer chair and all in 16k HD textures, and all done in under a week, the developer on trial is sentenced to death. 😅 You all are the main reason people stop learning and progressing. Kudos to this guy for trying to learn. Can't wait to see his progress in a year. Side note: Nothing wrong with marketplace assets. I bet you all play and love Palworld.
Are we looking at the same video? This was meant to compare Unity and Unreal and the comparison makes no sense if you are making a completely different game on both engines
I don’t understand … like if you are recreating a stylised or low poly top down action game it turns to a third person action game…. you changed the entire theme of the game… I only see two different projects one made in unity and one in unreal and btw we can also do vice versa of the video…
You can even make this in unity 2022 version. Both are different games as you changed low quality to high quality assets and character with Third person camera. There is no comparison between these 2. Both can be obtained inside unity as well as Unreal.
The UE comments from literal kids that dont know a single thing about making a game other than "Theres an asset store therefore everyone uses it and if you use it, youre not even making anything." You realize not one person does every single job at a game studio right? *insert clown emoji*
Nope. They’re 100% correct. Absolutely zero work went into this. These are free assets with their included animations from a deprecated game imported into empty maps with zero innovation whatsoever. If anything you just outed yourself as a 9 year old with no experience in any engine yet here you are talking out of your ass. What even inspired you to write this idiotic comment defending this nonsense? You actually know nothing about anything having to do with game development but somehow developed a programmers hubris. Fascinating.
There's nothing wrong with quixel materials, but it doesn't even compare to unity, unity had custom assets, unreal version is all marketplace, different camera angles, windows xp landscape, all animations
@@netherofficial Yeah ain't nothing wrong with Quixel assets by themselves other than being massive files. They're high quality and if you have a clue at what you're doing you can make something visually decent with them.
Nah not even close. The first one while dogshit probably took a few hours of effort. The UE5 one is literally 2 asset packs on the UE Marketplace they just dragged into the editor and said done. They didn't do a single bit of work.
This isnt a game. Its just the start of one. You dont have any other thing to do but run around some empty environment with different flavors of landscape and perform these generic attacks with your sword. At least put in a msnnequin to attack. It doesnt even need a damage animation or anything, just the collision and hit logic. I could have made this exact video in Blender, and it would be the exact same in every way, but only slightly more dishonest by calling it a game.
I don't know what the trend is lately: "I used unity and now it's unreal or godot..." Well, if one engine doesn't suit you, try another one and choose which one you will use, but I don't understand the underestimation of unity. There is no engine with a magic button make a game, the quality of the game depends mostly on the effort of the creator himself. Some say unreal is faster because it uses C++, Ok unity has DOTS(ESC,JobsSystems,Entities and BurstCompiled) so what now?You was compare an empty scene of unity with a scene full of assets in unreal.And no one making their own systems that can be better, more efficient and ultimately more beautiful than standard assets, but it requires knowledge and persistence. Better focus on your own projects instead of underestimating engines based on built-in assets or some small and not so important differences. If someone is interested how powerful unity can be, let them look at, for example, project ferocious or escape from tarkov...
You can't compare apples to oranges. You took a game that had specific assets, and changed the assets. That's not Unreal looking better... that's different assets, assets that would also look exactly the same in Unity. The only real difference would be how lighting and stuff works between the two... which again, one might have been using non-comparable settings in Unity.
I think it really depends on the artist, not the tools. Some people can make things that look boring and bland whereas others with the same toolset can make a masterpiece.
Yeah if you're looking at shitty "indie developers" who use the same marketplace assets. There are a lot of games people probably don't even realize are made with UE5 that are massively different from each other.
Nice, you just imported the kwang and dynamic grass assets from the unreal engine store.
@thewhyyyguy6274 That character has code with the asset. Or you can just copy the template character code (unreal engine man/woman).
Exactly@@cloudwhisperer7278
you didn't recreate a single thing, you just imported Kwang from Paragon
😂😂😂 you violated this scam asset flipper. Plus he's trying to make Unity bad by completely change the game style lol
The animations ?
mixamo@@nhinged
the animations come with the asset, he didnt make a single thing you see here@@nhinged
@@nhingedare from Flexible Combat System.
It's called "Unreal: Cutter of Grass."
Underrated comment
Unreal: Cutter of Grass - Imported Assets Deluxe Edition
@@ImGoingQuackersAsset+ dlc
😂😂
hi
Ya know, it is a recreation of a game that looks completely different, like the camera angle... But Sons of the Forest just shows how beautiful Unity can be. :D
That part. Camera angle was off, couldn't move anywhere but a straight line and no buildings. Looks like a bunch of downloaded assets put together quickly
Unity beautiful I think not 🤣… unity is the most underpowered game engine there is…. Unreal out classes it in every aspect…. Unity= 🗑️
@@gamingclipz7309 Damn this is ignorance at its finest. :D
Unreal is great, powerful, pretty. But it lacks two things. Easy of use, and documenfuckingtation.
Unity on the other hand can be just as pretty, technical, and it has two things. Ease of use, and documenfuckingtation.
@@gamingclipz7309 your the kinda guy to not play a game just bc it’s made in Unity, plenty of AAA games are made in Unity, The forest, Sons of the forest, subnautica, subnautica below zero, Genshin impact, over cooked, just to name a few
@@gamingclipz7309 dude doesn’t understand how game engines work
Unity version: probably some effort and looks has a good somewhat cohesive artstyle
Ue version: flipped assets and shit lighting
Recreated the game on UE5: made a completely different game with different models and camera, leaving only animations...
All of it is assets anyway.
@@alex-qn5xp Agreed
+ it’s a asset flip and not Even using the full potensial of the engine😭
would be way too much work to actually change anything it comes with
So Overwatch 2
This is just an imported paragon character with asset flipped animations in a giant empty space
Ghost of Tsushima at home
Just playing off the public's lack of development knowledge, as if Unreal is some magic engine that makes everything look better with a click while Unity is "ugly game engine"...
Stuff usually "looks better in unreal engine" because free assets designed to work with unreal are usually high quality.
@@alex-qn5xpya but unity makes games not just animations like unity in unreal there’s not very much game to it
Hey, I think you dropped your word salad. Also if you're implying that UE5 is just for animation you are so beyond wrong. UE5 is a top tier game engine, and yes, in comparison Unity is a garbage fire. UE5 has nanite, Procedural Content Generation, Procedural Foliage Volumes, Lumen, Real Life based Atmospherics, etc. Unity is a piss poor excuse for a game engine used mostly for mobile games and bad developers, while the company also attempted to screw over developers.
@@backsmasher1723
@@backsmasher1723true but both engines are fully capable of making the same games, the reason I feel like unreal games are so bad is due to the fact that everyone assumes its the best engine so they go to use It then know nothing about how to code a game so their complete game is just not even a game. Where as in unity theirs so much documentation on every aspect that it makes whatever your making come together so much easier. I've found in unity if there's something you want to do and can't seem to do it, it's because you don't know how to do it and not that unity can't do it. With unitys new price plan most people are switching away from it which is totally understandable but that price plan doesn't affect anyone using the free version of unity which you only have to upgrade if your making 100k per year with your game
and then your game gets alot of redownloads and youre bankrupt.@@JadenAllen
The first game in unity looks more fun
It's more developed that's why
@@Tommyboi7566 high graphic games normally dont have good gameplay but people say they're better cause "tHe GrApHiCs ArE mUcH bEtTeR"
@@オタクもの Lmao, Admit that you are too broke for your pc to handle. I am not saying better graphics equals better gameplay.. I am saying better graphics help you immerse in the virtual world.
@@CodeVisionary005 2 Cor 4:4, repent. Heil GOD
@@GeBaker And your point is?
Paragon character with grass?
Orange is the new Black!
i really hate it! lol! i never imported that assets! it's really bad!
AI voice on an asset flip using free paragon assets is crazy lol
Nice marketplace assets, your "game" is just a collection of ideas.
Not even ideas, they just dragged in the two assets and said done. There's no content.
My guy, the reason we animate things instead of taking it from the Asset store is cause when animating it we can add flavor to it
you just imported kwang from paragorn hahahah
Thats just kwang from paragon, nice to see a fellow paragon enjoyer
Good start. If you ever want advice on unreal development let me know; i love helping people getting into the engine.
You have any advice for someone that have never touch UE before where to begin with?, yeah you know unity being sucks and need to find an alternatives soon, and there are only 2 viable options, sigh 😢 hope UE will never follow the unity path of business strategy
Heyo, can you tell me how to bind controls in a script? I want to make a vector3 of wasd movement(as you can tell I was a unity dev)
@@オタクもの there are a couple methods, are you looking for the C++ Method or Blueprint Method?
Blueprint you can either
a.) create an event using the key, just search for it and scroll
b.) Recommended Blueprint method is create an action using the enhanced input action system. to do this, in the content browser, create folder for each of your inputs. create Input actions, i.e. IA_Pickup, IA_MoveForward, IA_MoveRight and change the value type as desired. in this case, you would want to make the value type for IA_MoveForward to float I do believe. depending on how you want to do the logic, and IA_MoveRight to a float as well.
Then add a trigger as desired if needed. I dont believe this is needed for movement.
then once you have made Input Actions associated for each of your desires. you can create an Input Mapping Context, in the content browser right click. search for it and create it. then add the Input Actions you created earlier in this list and associate the keys and "Values" as desired. MoveForward (W) is 1.0, (S) is -1.0 for example.
now you have a re-mappable action controller and if you go into your thirdpersoncharacter you can add mapping context by either getting it from your player controller and just adding everything inside of your controller blueprint.
ua-cam.com/video/CYiHNbAIp4s/v-deo.html
C++
Open up your Player.h file and add
```UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "EnhancedInput")
UInputMappingContext* InputMapping;```
UPROPERTY is a way of defining properties in unreal to automatically collect garbage and memory error handling.
while InputMapping is a type of the InputMappingContext (Which we created above in blueprints) by making this "EditDefaultsOnly" and "BlueprintReadOnly" we are able to modify this within the blueprint itself so we have context.
You will always need to forward declare
```class UInputMappingContext;```
so compile and open up your player in the blueprint view then select your InputMappingContext, do everything above like blueprints before logic comes in to player.
now inside of your cpp file
```
//Reference the action Input controller
UEnhancedInputComponent* Input = Cast(PlayerInputComponent);
//Bind the Action using InputName, Trigger Event, Ref Object, Function Call
Input->BindAction(MoveForward, ETriggerEvent::Triggered, this, &AYourCharacter::MoveForward);
```
for example.
This is why I recommend people who are new to Unreal to start with blueprints because the C++ and blueprints are more similar than you would realize.
@@junaidywijaya6413you could start with learning blueprints and how to setup your own character and animations, then try using blueprints to do some drop pickups like that, then try following a UA-cam tutorial to make some simple game, I am now learning how to make a endless runner from a UA-cam series later I will do my own as I know the logic
Background look like windows xp
LOL
Best comment.
Fr
As a fanboy of Unreal Engine: The Unity version looked like it had a whole lot of love and effort invested in it.
you used the stock asset from paragon and all its animation....
Never forget that AC unity is made in Unity (apart from initial glitches, the game is a beauty)
Anyone who recreates their "first game" would make a better game with what they have learned. And looking by how basic both games look the engine was hardly limitating your capacites. Unreal might be more powerful hut that means absolutely nothing to 99% of indie and solo devs.
I feel unreal workflows feel hard at first, but it is more inclined towards industry standards. And with unity it is more user-friendly but it kind of has its own ways for implementing features.
Please share your thoughts about this.
This was exactly my thought on twitter the other day after unity announced the revenue share model, it seems to me that unreal isn't really inclined towards solo indie developers, but I am unsure since I haven't really made a full game in it.
Now imagine if he knew what he was doing.
Okay dude, what the asset flip?
I think the final attach in which the character rotate looks a little bit off that may need more polish but the rest looks great
bruh, you just used entirely different assets in the unreal version. Can't really tell what's better because of that
literally
You can definitely tell. Weirdo
Edited: fuck unity we unreal
Jesus fuck i wrote a essay
@@オタクものunreal is more professional while unity is more like a huge toolbox where you get a huge quantity of tools that allow you any job while unreal has greater but less tools. The added complexity in unreal allows for a lot more at the cost of ease of use
You did UE5 dirty with this one
finally, windows xp wallpaper game
You should make a shadow so u know where ur standing exactly
I'm still struggling to do fluid animations like you have. Keep up the good work!
You can also achieve the same results in unity. It is so much improved now. All that shader graph and HDRI things...
Your first prototype looks great man.
Developers are the most toxic community. If something isn't custom coded in C (not even C++), every single item custom made by custom software in a custom engine with one hand using windows 32 and using the nVidia A100 50lb graphics card on a custom pc with a hand built computer chair and all in 16k HD textures, and all done in under a week, the developer on trial is sentenced to death. 😅 You all are the main reason people stop learning and progressing. Kudos to this guy for trying to learn. Can't wait to see his progress in a year. Side note: Nothing wrong with marketplace assets. I bet you all play and love Palworld.
First. The fuck you on? And secony this is a asset flip
Are we looking at the same video? This was meant to compare Unity and Unreal and the comparison makes no sense if you are making a completely different game on both engines
@lisowisko this was 3 months ago, but if I recall, I was speaking in regards to the comment sections.
Or just used your asset's in unity and import to unreal? And still gonna be look the same?
I don’t understand … like if you are recreating a stylised or low poly top down action game it turns to a third person action game…. you changed the entire theme of the game…
I only see two different projects one made in unity and one in unreal and btw we can also do vice versa of the video…
That is anything but AAA. AAA applies only to the budget to develop the game. This is like the ultimate version of free assets.
@@witchlynproductions753yaa
My GOD that's a lot of grass and too many art types for models in a single frame
Wow the environments seem to be on par with starfield 😮
ngl tho even tho u imported stuff, unreal engine look fire🔥🔥🔥🔥
With all due respect to your amazing work, but you teleported the guy to windows xp
UE games always remind of that orange colour big food puts inside cheap meals. Always looks the same.
Yeah something about UE games you can always tell it's a UE game
U can create in Unity next gen Games . U Need only more skill… a Engine is only a Tool not a cap for a Game
If you already don't have this feature implemented I suggest you to make camera movable closer and farther away from character.
I knew i saw an asset like this but i forgot what it was until I looked at the comments. Also those are two completely different games
You can even make this in unity 2022 version. Both are different games as you changed low quality to high quality assets and character with Third person camera. There is no comparison between these 2. Both can be obtained inside unity as well as Unreal.
nanite grass? this is amazing
epic work love it
y'all in the comments complaining about the way he went about doing what he did, while his main goal was views and exposure on YT.
unreal version = better graphics
unity version = looks more fun
why did u remove the top-down camera in the unreal version tho ? XD
He didn't actually do anything he just grabbed a bunch of random assets and threw them in Ue5
bruh the unreal version is just an asset from the store, it's not even his, nor is it a game even.
It would be cool if you make it an rpg game
The UE comments from literal kids that dont know a single thing about making a game other than "Theres an asset store therefore everyone uses it and if you use it, youre not even making anything."
You realize not one person does every single job at a game studio right? *insert clown emoji*
Nope. They’re 100% correct. Absolutely zero work went into this. These are free assets with their included animations from a deprecated game imported into empty maps with zero innovation whatsoever. If anything you just outed yourself as a 9 year old with no experience in any engine yet here you are talking out of your ass. What even inspired you to write this idiotic comment defending this nonsense? You actually know nothing about anything having to do with game development but somehow developed a programmers hubris. Fascinating.
That's kang from paragon...
Thats the default run 😂
First part looked like Lens Island
and you could of done exactly the same in unity.
No
when he uses the sword ,the grasses doesn't got any damage 😅😅😅p
Meh. Unity looks better
You mean is easier to use but yea I also ageee with that
@@Cali6pack-styx no, he means the unity version looks better lol
1gb game to 16gb game...
I’m ur 100th like LETS GOOOO🎉
I say this as an ex unreal now unity dev. Good luck optimizing.
This should be a felony
It looks like the "recreated" game is just an asset dump. I'm guessing Dynamic Grass System Lite, Flexible Combat System, and maybe Quixel materials?
There's nothing wrong with quixel materials, but it doesn't even compare to unity, unity had custom assets, unreal version is all marketplace, different camera angles, windows xp landscape, all animations
@@netherofficial Yeah ain't nothing wrong with Quixel assets by themselves other than being massive files. They're high quality and if you have a clue at what you're doing you can make something visually decent with them.
Whoa its...a dude...running!
Bro went from level 1 rookie to level 100 pro
Nah not even close. The first one while dogshit probably took a few hours of effort. The UE5 one is literally 2 asset packs on the UE Marketplace they just dragged into the editor and said done. They didn't do a single bit of work.
Why didn’t you make a full game? You just slapped this together in 13 minutes
Is that the win xp hill?
Becoz using asset AAA studio :)
change same character game look same ;)
Game name: godly sword vs air
first game: soul
second game: soulless
You can make your game like this on Unity3D HDRP template
Yeah no. That unity one looks and feel better 😂
Import paragon assets. Import Grass library. Done. 0 effort, 0 gameplay 0 similarities
Is that fortnite animation 😮
Unironically, the Unity one plays better and the Unreal one looks better. It seems that way on the surface for many indie projects.
Wow huge upgrade
thanks but i like this one better
This isnt a game. Its just the start of one. You dont have any other thing to do but run around some empty environment with different flavors of landscape and perform these generic attacks with your sword. At least put in a msnnequin to attack. It doesnt even need a damage animation or anything, just the collision and hit logic. I could have made this exact video in Blender, and it would be the exact same in every way, but only slightly more dishonest by calling it a game.
I don't know what the trend is lately: "I used unity and now it's unreal or godot..." Well, if one engine doesn't suit you, try another one and choose which one you will use, but I don't understand the underestimation of unity. There is no engine with a magic button make a game, the quality of the game depends mostly on the effort of the creator himself. Some say unreal is faster because it uses C++, Ok unity has DOTS(ESC,JobsSystems,Entities and BurstCompiled) so what now?You was compare an empty scene of unity with a scene full of assets in unreal.And no one making their own systems that can be better, more efficient and ultimately more beautiful than standard assets, but it requires knowledge and persistence. Better focus on your own projects instead of underestimating engines based on built-in assets or some small and not so important differences. If someone is interested how powerful unity can be, let them look at, for example, project ferocious or escape from tarkov...
Unity looks better
I honestly prefer the unity version
Nice!
He made a game better then most AAA games today
this is why unreal is superior
He just imported Kwang
looked way better in unity, the unreal version reeks of the “unreal look”.
This is from old paragon
Every time I see a unity game it just looks so plain
that's not a recreation that's a completely different idea
Nintendo hire this man
Everytime I hear this text to speech voice I know the video going to be some cringe bs
I mean, yeah you can make your game in fortnite if you want but it looked pretty cool before
Gjs
I like the unity better
You can't compare apples to oranges. You took a game that had specific assets, and changed the assets. That's not Unreal looking better... that's different assets, assets that would also look exactly the same in Unity.
The only real difference would be how lighting and stuff works between the two... which again, one might have been using non-comparable settings in Unity.
put that on kenshi 2
Unreal is superior
Where is a game here?
Tbh, most of the unreal engine games look realistic and it's boring. All the graphics and visuals are the same.
I think it really depends on the artist, not the tools. Some people can make things that look boring and bland whereas others with the same toolset can make a masterpiece.
No that's because a lot of people use the same marketplace assets over and over again, it has absolutely nothing to do with the engine.
All Unreal games look the same.
Yeah if you're looking at shitty "indie developers" who use the same marketplace assets. There are a lot of games people probably don't even realize are made with UE5 that are massively different from each other.
But it can be done in unity
Unity one had more life.