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The rest of the post is reasonable tho, especially the part about shader stutter. This issue has become a plague in UE4 games.
The engine switch is likely to make it easier to recruit new developers.
Honestly, if you ask me, at that point, the issues were less pronounced than Unreal in general. The only reason Unreal is as big as it is now, is because of it's scalability (Something which isn't reflected in most Unreal Engine games on PC anyways), rendering features, and Blueprints (Which allows for rapid prototyping without needing traditional lines of code, but comes with a performance cost).
They're using an older version of Unreal Engine than 5.1 (Where they introduced changes to the PSO caching system). Even now, in the latest engine versions, there's problems with how the engine handles the other things that I mentioned that seemingly have been neglected for years. They've only been interested in catering to the needs of virtual production and Fortnite, as that is what makes the most money. Even when people make pull requests on GitHub to improve certain things, it gets shot down by Epic. They only have been making changes to the shader compilation system as it became too big to ignore, but now, the problem is with the remaining UE4 games being shipped, and with the engine's asset streaming system (Which has historically been bad).
One big example I think when I think of Epic being tonedeaf comes down to how they've handled custom shading models (I.E: toon shading), all of the current solutions that you can do with builds from Epic's launcher are rather limited (and take away from artist control or stuff like shadows), and the stuff without limitations breaks constantly due to how their shading model system isn't modular enough.
Good for you. They should give you a medal.
skill issue i think