· Filip Iliescu · Game Development · 6 min read
Unity to Unreal Engine Transition Guide
A comprehensive guide for game developers looking to transition from Unity to Unreal Engine, covering key differences, best practices, and optimization tips.
From Unity to Unreal: A Comprehensive Transition Guide
Recent industry shifts have prompted many developers to consider migrating from Unity to Unreal Engine. While both are powerful game development platforms, they differ significantly in philosophy, workflow, and technical implementation. This guide will help Unity developers navigate the transition to Unreal Engine with practical advice based on our experience at AyaDog Games.
Conceptual Differences: Thinking in Unreal
Before diving into technical details, it’s important to understand the fundamental differences in how these engines approach game development:
Component System vs. Actor-Component System
Unity uses a pure Component-based architecture where GameObjects are essentially empty containers for Components.
Unreal uses an Actor-Component system where Actors are concrete objects with inherent functionality, which can be extended with Components.
// Example Unreal Actor with components
UCLASS()
class AYourActor : public AActor
{
GENERATED_BODY()
public:
AYourActor();
protected:
// Component equivalent to Unity's MeshRenderer + MeshFilter
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UStaticMeshComponent* MeshComponent;
// Component equivalent to Unity's AudioSource
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UAudioComponent* AudioComponent;
};
Scripting Approach
Unity primarily uses C# for scripting, with a focus on componentization.
Unreal offers both C++ for core systems and Blueprints (visual scripting) for gameplay logic, with a focus on inheritance and polymorphism.
Memory Management
Unity uses garbage collection via C#.
Unreal uses a combination of RAII (Resource Acquisition Is Initialization), manual memory management, and reference counting (via smart pointers in C++).
Editor Interface Mapping
The Unreal Editor can feel overwhelming at first. Here’s how Unity concepts map to Unreal:
Unity Feature | Unreal Equivalent | Notes |
---|---|---|
Scene | Level | Levels in Unreal can be loaded additively, similar to Unity scenes |
GameObject | Actor | Actors are more feature-rich than GameObjects |
Inspector | Details Panel | Similar function but with additional category organization |
Project Window | Content Browser | Unreal’s Content Browser has more robust asset management |
Hierarchy | World Outliner | Similar functionality with slightly different organization |
Play Mode | Play In Editor (PIE) | Unreal offers more simulation options (e.g., network simulation) |
Prefabs | Blueprints | Blueprints are more powerful, combining prefab and scripting functionality |
Code Translation Guide
Basic Class Structure
Unity:
using UnityEngine;
public class MyBehavior : MonoBehaviour
{
public float moveSpeed = 5f;
void Start()
{
// Initialization
}
void Update()
{
// Per-frame logic
}
}
Unreal:
#include "MyActor.h"
// Constructor (similar to Awake/OnEnable in Unity)
AMyActor::AMyActor()
{
PrimaryActorTick.bCanEverTick = true; // Enable tick (equivalent to Update)
// Component initialization here
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
RootComponent = MeshComponent;
}
// Begin Play (similar to Start in Unity)
void AMyActor::BeginPlay()
{
Super::BeginPlay();
// Initialization
}
// Tick (similar to Update in Unity)
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Per-frame logic
}
Variable Types
Unity Type | Unreal Equivalent | Notes |
---|---|---|
float | float | Same |
int | int32 | Unreal often specifies bit size |
bool | bool | Same |
string | FString | Unreal has several string types for different purposes |
Vector3 | FVector | Similar functionality |
Quaternion | FQuat | Similar functionality |
Transform | FTransform | Similar, but separate from Actors/Components |
Lifecycle Methods
Unity Method | Unreal Equivalent | Notes |
---|---|---|
Awake() | Constructor / PostInitializeComponents() | Split between these depending on needs |
OnEnable() | OnActivated() | For components that can be activated/deactivated |
Start() | BeginPlay() | Called when gameplay begins |
Update() | Tick(float DeltaTime) | Requires PrimaryActorTick.bCanEverTick = true; |
FixedUpdate() | Custom ticker or timer | No direct equivalent |
LateUpdate() | Post-physics tick group | No direct equivalent, requires custom setup |
OnDestroy() | EndPlay() / Destructor | Split between these depending on needs |
Blueprint vs. C++: When to Use Each
Unreal’s dual-programming approach can be confusing for Unity developers accustomed to C#. Here’s when to use each:
Use C++ for:
- Core systems that need maximum performance
- Low-level functionality that Blueprints can’t access
- Complex algorithms that would be unwieldy in visual form
- Framework/foundation code that Blueprints will extend
- Custom engine features requiring deep integration
Use Blueprints for:
- Gameplay logic that needs frequent iteration
- Visual effects and animation control
- UI programming and layout
- Rapid prototyping of new features
- Designer-friendly systems that non-programmers need to modify
Asset Pipeline Differences
Importing Models
Unity imports models with settings defined at import time, creating model prefabs.
Unreal imports models into content packages, generating static meshes, skeletons, and materials as separate assets.
Materials
Unity uses ShaderLab or shader graphs for material creation.
Unreal uses Material Instances with a parent-child relationship, allowing for more efficient variation.
Asset Organization
Unity organizes assets in a folder structure that’s directly mapped to the file system.
Unreal uses a virtual content browser with packages that are stored in compressed .uasset files.
Common Pitfalls and Solutions
1. Instantiation Confusion
Unity:
GameObject newObj = Instantiate(prefab, position, rotation);
Unreal:
// In C++
AActor* NewActor = GetWorld()->SpawnActor<AActor>(BlueprintClass, Location, Rotation);
// In Blueprint
Use "Spawn Actor from Class" node
2. Finding Objects
Unity:
GameObject obj = GameObject.Find("ObjectName");
Unreal:
// Generally discouraged, but equivalent would be:
AActor* Actor = nullptr;
TArray<AActor*> FoundActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActor::StaticClass(), FoundActors);
for (AActor* FoundActor : FoundActors)
{
if (FoundActor->GetName() == "ObjectName")
{
Actor = FoundActor;
break;
}
}
// Better approach: Use dependencies or tags
3. Coroutines vs. Timers
Unity:
IEnumerator DoSomethingWithDelay()
{
yield return new WaitForSeconds(2.0f);
// Code after delay
}
// Start the coroutine
StartCoroutine(DoSomethingWithDelay());
Unreal:
// Using timers
FTimerHandle TimerHandle;
GetWorldTimerManager().SetTimer(TimerHandle, this, &AYourActor::DelayedFunction, 2.0f, false);
void AYourActor::DelayedFunction()
{
// Code after delay
}
4. Physics Differences
Unity uses PhysX with a simplified interface focused on Rigidbodies.
Unreal uses a custom version of PhysX with more complex integration options and physics assets for skeletal meshes.
Performance Considerations
Optimization Priorities
Unity typically prioritizes CPU optimization due to single-threaded rendering.
Unreal requires more attention to GPU and memory optimization due to rendering features.
LODs and Culling
Unity requires manual setup of LODs and occlusion culling.
Unreal offers automated LOD generation and built-in hierarchical LOD (HLOD) system.
Workflow Adjustments
Source Control
Unreal works best with Perforce or Git with LFS due to binary asset format. Setting up proper ignore filters is crucial.
Team Workflow
Unreal’s asset locking system helps prevent conflicts in team environments, but requires planning around who works on what assets.
Hot Reloading
C++ hot reloading in Unreal is more restricted than C# in Unity - expect more frequent editor restarts during C++ development.
Learning Resources Priority
For Unity developers transitioning to Unreal, focus on learning these areas first:
- Blueprint Basics - Visual scripting fundamentals
- Unreal C++ Framework - Understanding actor lifecycle and UObject system
- Unreal Material System - Material creation and instances
- Level Blueprint and Game Framework - How Unreal structures gameplay
- Unreal Gameplay Framework - Characters, PlayerControllers, and GameModes
Conclusion: Making a Smooth Transition
Transitioning from Unity to Unreal involves a significant learning curve, but many concepts do transfer. The key is to understand the architectural differences rather than trying to force Unity patterns into Unreal development.
At AyaDog Games, we’ve found that developers with Unity experience can become productive in Unreal within a few weeks by focusing on understanding Unreal’s approach rather than fighting against it. The performance and visual quality benefits of Unreal can be substantial, particularly for projects targeting high-end platforms.
Remember that both engines have strengths and weaknesses - choose the right tool for your project’s specific needs. For teams in transition, consider starting with Blueprint-heavy prototyping while gradually building C++ expertise.
For more specific guidance on transitioning particular systems from Unity to Unreal, feel free to contact our team directly or check out our additional resources on game engine migration.