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We're really sorry that things ended up this way, but we're back and situated in UE4 now. This ended up sucking up at least 3-5 months.ĭuring last year’s announcement I had mentioned that this was a potential risk, and unfortunately it didn't end the way we had hoped. We really felt it wasn’t worth abandoning the majority of our players for this (Obviously) so we had to move back to Unreal Engine 4. We were able to save 25% of the CPU cost, but it was still 35% higher than UE4 in multi-play, which would have meant many of our fans would have had performance problems. Unreal Engine 5 looked very promising, and we were very excited to use it, however, despite all our best efforts at optimizing Chaos physics engine there were still going to be players who would have ended up left behind.
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