You can't slap UDK specifics to Unity, they are 2 completely different architectures. So "porting it" costs time, which costs money.
That's like saying game developers make use of opensource engines so therefor they aren't losing money. That makes absolutely no sense.
I'm not even sure why I got disagrees, but why build on 2 systems while one of them compiles to both wiiU and PC. It simply does not seem economically efficient.
"You can't slap UDK specifics to Unity, they are 2 completely different architectures. So "porting it" costs time, which costs money."
Actually, they're two different engines :P - But the only thing it really adds to us is development time of about an extra 30 minutes a day; It ports over rather famously! All the code doesn't of course, but what is created in C++ / Blueprint can easily be replicated in C# believe it or not! :)
Thus having 2 different architectures to work with.
" but what is created in C++ / Blueprint can easily be replicated in C# believe it or not! :)"
There is still a difference in workflow. If you had started out on UDK i can understand the need to port it to something that compiles to a platform udk doesnt support. But doing it simultaneously seems like a waste.
Makes sense. Unity made an effort to support the Wii U. UR4 didn't.
Good. That means they are keeping in mind what they should be using, per version, to draw the most out of each one.
For an indie with a game like this to opt for UE4 over Unity for PC, Unreal must have slashed their licencing costs!
Not bad looks fun