@steter do you run into issues with asset versioning when using a source build? I tried unreal in linux briefly and all the assets I saved there gave warnings when I tried to load them back in windows (non-source) engine version
@Craigp Create the project, load it up, select all the assets you're interested in then right click -> migrate and pick your other project content folder
@darkghosthunter Fact is, Unreal can't handle a game like Skyrim. Try putting that many dynamic objects in an Unreal map and see what happens. The modding capabilities of Unreal are way more limited too
@calicoday It's certainly easier to refactor and migrate things when it's C++ code, since that's just a text file! Blueprint stuff ends up with broken connections very often when you try to move it around