The problem with DP / FTE that it's been only tested with Quake. And even then it has bugs. However, idTech 4 (or my engine based off Doom 3 BFG) was tested by years of playing Doom 3 / RoE and as polished for that gameplay as it could be. That includes better physics, skeletal anim, etc. With BFG engine, a lot of stuff was broken, but we fixed it. So now it's stable in the scope of Phaeton game. Sure, there might be a few small bugs, but nothing that is a show stopper so far (I keep my fingers crossed). I am certain if we wanted to make some Minecraft clone, we would fail and have bunch of new bugs resurfaced.
I think I am going to stick with my engine for now. UE4 is raw, and is quite complex engine. Blueprint isn't something I want to mess with to make a game. It has to be C++ gameplay framework with exposed events to Blueprint for designers to use. Writing gameplay with Blueprint is nuts. Check this out: https://forums.unrealengine.com/showthr ... lay-in-4-7 Insane amount of mess for something that could be done in a few lines of script. But there is no script - either C++ or Blueprint.
I am sticking with Unity for mobile and small games, and once Phaeton is released, I'll see about UE4.