Same here. But that really is the only downside i see for me regarding UE. And Unreal C++ is so modified that you have to get used to it anyway - no matter where you're coming from.
Ok, so it purely was a matter of taste and routine. The good thing about that decision is that i now want to learn Unity as well.
I first thought that the reason for not using UE would be the lack of a soft body implementation.
At least that was the reason for me to stop my own little breast physics project

Not that i wouldn't be able to implement my own solution but it would just take too much time for a personal side project.
But it seems like that Unity has at least one decent game-ready asset and a few soft body solutions by the community.
May I ask how you created these awesome physics in VAM
@meshedvr ? Is that a self-made solution or can you recommend a certain library or asset from the Unity marketplace?
@NutellaBrah I don't think the reason for that game not looking crisp is Unreal Engine. Many people underestimate the effort you have to put into a scene to make it work. Unreal looks nice out of the box but you really have to know what you're doing if you want that AAA look. A lot of customization options also means a lot of possiblites to mess up your visuals

Unity is definitely the more beginner friendly engine. But i really like the tools and the overall workflow in UE. And - of course - the visuals. But now that
@meshedvr mentioned it i really have to take a look into DOTS. Especially that Burst compiler sounds interesting. If that thing really compiles into machine code that performs better then compiled C++ then i will definitely be impressed af.