I think working around shader compiles is really tough in Unreal and you’ll struggle to get rid of the stutters even if you do everything you can there. But two games using chaos, UMG, niagara, GAS, and Mover can look and feel night and day different as long as that effort is put in. But it’s easy to not put that in.
> I’ve noticed AAA studios do less custom c++
Yeah - and I do think this is sad. You can take your custom C++ libraries and bolt them onto unreal quite easily, and it’s not an awful amount of work to expose an Unreal friendly API to it. 13 years ago I was tasked with replacing physx in Unreal, I can’t see (m)any studios wanting to spend 6 months on that endeavour these days.