โ“Difference to Unreal

Developing with Origin uses a customized version of the Unreal Engine that involves changes to standard Unreal workflows.

Core differences

  • Replication uses our custom implementation (see Replicated Properties)

  • Restriction to only changing blueprints, materials, meshes (and other binary data)

  • Not all local changes are reflected in launched worlds

    • Some configuration files, or changing engine content directly, is not supported. This is because your uploaded plugin content is dynamically loaded into a prebuilt client. For this reason, we hide a lot of the contents of Project Settings and make engine content read-only to prevent users tripping themselves up on this expectation.

  • Size of content will affect load times

    • The content in your plugin is loaded into the client at runtime. This means the larger the size of the content in your plugin, the longer client will initially have to wait before it becomes playable.

Why is development different from vanilla Unreal?

  • we replace Unreal implementation for a few systems to drastically increase max CCU including:

    • networking

    • rendering

    • audio

  • our game clients dynamically load world content when starting up (which carries benefits of creator velocity and world interoperability)

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