Unreal Engine Marketplace now open
unrealengine.com
unrealengine.com
However their launcher program eats 100% of one of my CPU cores all the time while its running. Seems like their Slate UI works the same way as the game actors do: update everything every frame.
This makes it hard to have background downloads while you're doing something else.
Of course, then you can often remix and Resell so usually you don't get that level of detail.
There have been various attempts at standardizing 3D formats that include animation and modern features, perhaps most notably collada, but like most formats striving for standard status as a goal it ended up being a bit of an over-architected mess.
Having something like the Unreal Marketplace sidesteps this situation a bit in that any content available there will be in Unreal Engine/Editor friendly formats, so it should be relatively easy to mix and match it with other things from the marketplace.
There's also Collada (which I have very rarely pursuaded to work) and Alembic (which works very well, and is used in high-end 3D houses, but only stores vertex data - no bones).
And then there are older formats. Probably the closest equivalent to a universal 3D standard is .obj, but again, it doesn't store skeletal data at all, just vertexes, normals, and materials.
For some, but not for all. There are lots of games that you cannot feel the engine in. Most people would not be able to tell that Titanfall is Source for instance.
Back in the Unreal Tournament 2k3-2k4 days, I could always pick out any game made with the Unreal engine, same with GoldSource and Source... kinda scuked. I do hope that doesn't start happening here.
However, I'm worried about the performance issues others have stated, particularly when making downloads on older computers out of my house. Time will tell.
Given that most indies fail before they make any profit, the Epic model is definitely superior.
Unity's paid version doesn't even have access to source code -- which would actually be very helpful for many devs because Unity's buggy as heck and have very long bugfix turnaround times, that we'd be happy to dive in and try to fix for ourselves if we could.
Not to mention more flexibility/modification for the dev's uses of course.
As things are, C++11 looks more appealing.
Unity started as a Mac engine and only got big when they integrated C# into their tooling. Now that they are everywhere in the indie scene, why bother paying the guys that helped them get famous?
"Thank you Xamarin and bye"
EDIT: Provide some more context.
It keeps being repeated in online forums and given the current state and new direction with IL2CPP, I can only assume it is actually true.
This would allow artists to do their own integration using Blueprint and programmers to focus on game mechanics in C++. I can't imagine having such productivity with Unity.
I also really like Cryengine, pondered about getting it on Steam but then gave up after seeing lack of updated documentation and examples.
UE4 have nailed it also in terms of educational content.