Yes, although it is not just about the engine.
For AAA story games (think of something like Resident Evil) I couldn’t care less, but anything small scale with great modding potential gameplay-wise, I avoid engines that compile to bytecode like Unreal because they make it insanly painful to create mods. I prefer something that I can easily decompile to look at the souce code like Godot and Unity.
But as I said, that is not just an engine issue, since you can provide official mod support on Unreal or make it harder to mod on other engines using stuff like obfuscation or IL2CPP. But in general, especially on most small-scale Indie games, just looking at the used engine is enough to determine modability and therefore influence my decision.
Yes, although it is not just about the engine. For AAA story games (think of something like Resident Evil) I couldn’t care less, but anything small scale with great modding potential gameplay-wise, I avoid engines that compile to bytecode like Unreal because they make it insanly painful to create mods. I prefer something that I can easily decompile to look at the souce code like Godot and Unity.
But as I said, that is not just an engine issue, since you can provide official mod support on Unreal or make it harder to mod on other engines using stuff like obfuscation or IL2CPP. But in general, especially on most small-scale Indie games, just looking at the used engine is enough to determine modability and therefore influence my decision.