I agree. UE5 (and especially the Lyra framework) is built for large AAA teams. They structured the game systems as core plugins plus modular secondary systems. This allows multiple teams to work on different parts of the game simultaneously without causing merge conflicts.
At the same time, I believe the engine is gradually shifting toward a more data-centric architecture — similar to the approach promoted by Jonathan Blow and Casey Muratori.
This involves using lightweight manager classes (game systems) and simple structs stored in arrays, keeping data blocks small (around 24 KB) so they fit nicely in CPU cache for better performance.
Building a delivery game also means building everything around the deliveries.
Traffic, roads, intersections, vehicle behavior…
The invisible systems are often the ones that take the most time.
The Last Mile: Delivery Simulator
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