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Since I started looking at gamedev over a year ago now, Godot has been my main engine.  Once you figure out it's node system, almost anyone can start making games, and with the scripts and custom classes it is incredibly flexible for most use cases.

I've previously looked at both Unity and Unreal and found them, at the time, to be more difficult in getting started from nothing.

The only thing I find is missing in the engine is the option to create a library of custom classes and scripts that you can use between projects to simplify the workflow of a new project, if it exists I haven't found it yet.

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Yep, totally agree. I have a year-ish of ue experience and even when you know what's going on it still is a big pile of cluttered tools for movie making, animation, rendering, architectural visualizalization, live concert graphics, hmi systems? (sometimes i remember the factory meme of i guess we are doing x now when i see stuff made in unreal) so basically it tries to be a tool for everything, but that makes it so much harder to use, and don't get me started on it's c++ docs (they do not exist), their docs feel like they are made for people who wanna mish-mash systems from asset store and add just a tiny bit of simple logic (not saying it's a bad, just saying docs are super bare-bones). That is not to say that it is a bad engine, just an engine that wants to be everything all at once. 
The libraries of classes would be great if they are ever added, and seeing how fast godot moves, they might be. People used to say that game embedment would never be added cause it's too hard to implement into an existing engine, but as you can see they added it in 4.4.