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I found this from some random redditor nerd in the Unreal Engine subreddit.
https://www.reddit.com/r/unrealengine/comments/uker47/comment/i7ooeun/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
You are not accounting the the different demands different types of games have on systems. You keep giving examples of games that are in no way like Palworld from a technical point of view and do not stress hardware in the same way. Your comparing apple and oranges. There is no reason to not use UE5 for Palworld. The things you are talking about like visual fidelity are a very small part of the game engine you should use. For instance Godot is not as good as UE5 for large open worlds. UE5 handles memory and floating point precision much better than Godot.
If I had to hazard a guess, they got wind of unity's new, ♥♥♥♥♥♥♥ monetisation model and went shopping for options. I haven't tinkered with either engine, but the overwhelming majority of people I've talked to in game design mention UE5. I only know of Godot because I went looking for it at one point a few years ago. It could be as simple as Pocketpair going with a known and reliable option so they could GTFO unity.
Honestly, though? Anyone's guess. It might be a good question for an FAQ if they do another one down the track.
I understand Godot case but why UE5 specifically is something Im trying to look for, aren't there are many games developed in Unreal Engine 4 too? Why not use that one?
For games comparison part, I suggest you google Stalker 2 first.
Open Source engines like Godot are a dead end in this regard because you have to pray that >>someone<< cares and that someone fixes it in time, which often is not going to happen.
The reason why they (should) choose Unreal 5 above 4 is obviously the amount of new features that are in place, most prominently Nanite which takes care of a lot of optimization steps which usually require manual labor. Additionally Unreal 4 is only on life-support by now. Meaning that its no longer actively improved and only maintained. So it's essentially a dead codebase and is not future-proof anymore.
Visuals has nothing to do with the engine but with the artist. While some bugs could be engine dependent, usually the bugs are caused by error from the game developers, or based on a misunderstanding of the engine. Its in early access and are expected as the game isn't finished yet.