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The engine is a tool, natively Unreal 5 and Unity both have strengths and weaknesses and Unity out of the box can't do the same things Unreal can and vice versa, however all of the same functionality is possible it just has to be accomplished in different ways.

This confirms what I have read on the web. 

This is my first game jam and I expected to see many more people using UE5, I am surprised by the number of people using Unity and I wonder why this choice? Is it easier to get used to at the beginning?

I imagine that, just like UE5, there is a logic of the engine to integrate to find the solutions to what we want to do.

A lot of it comes down to preference but personally I feel Unreal has an easy initial learning curve but the more complicated your scope gets the more difficult it is to manage as an individual or small team whereas Unity is pretty consistent in terms of accessibility for small teams or just one person. I'd also say Unity has more widely available documentation and learning material for very specific tasks/issues. Also writing code in C# with Unity's built in methods has a bit more versatility than blueprints in my opinion. These are the reasons I prefer Unity.

Thank you very much for these clarifications, it's always more interesting to talk with someone who knows the engine.

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Oh for a small project like the game jam, UE4 or UE5 is the same.

I switched to UE5 when it was released, on the form not much changes. I find it more stable, I even have crashes.

It's going to be in the details on big games that UE5 will be more powerful, with nanites, lumen etc...

You can switch to UE5 at any time by converting your UE4 projects without any problem! That's what I did :)

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For me the reason is completely different. I really want to switch to unreal engine 5 but I want to make grand strategy games and unity has a toolkit on the asset store that handles the map, pathfinding, units and a lot of other features.

I love strategy games and I saw an interview with one of the EU5 developers who said that managing a lot of units was complicated in EU5. It is possible to do it, but in C++ and not in blueprint.

So very few strategy games are using UE. 

At the beginning EU was really specialized for FPS, it has improved a lot but there are still some details that are sometimes painful when you do something else like strategy.

Wait EU5 is already in development?

Or did you mean UE5?

I meant to say UE5 sorry