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In [[2019]], alongside the launch of ''[[Halo: Reach]]''{{'}}s port to the game, Unreal Engine 4 (the then-latest version of Unreal Engine) was [[Halo: The Master Chief Collection Content Updates (2019-2021)|introduced]] to ''[[Halo: The Master Chief Collection]]'' to handle the unified UI elements, as the original implementation of the UI was built in a framework that was no longer supported.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html|Site=Halo Waypoint|Page=MCC Development Update - May 2019|D=21|M=01|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html}} | In [[2019]], alongside the launch of ''[[Halo: Reach]]''{{'}}s port to the game, Unreal Engine 4 (the then-latest version of Unreal Engine) was [[Halo: The Master Chief Collection Content Updates (2019-2021)|introduced]] to ''[[Halo: The Master Chief Collection]]'' to handle the unified UI elements, as the original implementation of the UI was built in a framework that was no longer supported.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html|Site=Halo Waypoint|Page=MCC Development Update - May 2019|D=21|M=01|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html}} | ||
According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that | According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that a particular Blam toolset, entitled [[Faber (toolset)|Faber]], was incredibly hard to work with, and had become fraught with [[Wikipedia:Technical debt|technical debt]], making it difficult to update and improve.{{Ref/Site|URL=https://www.bloomberg.com/news/articles/2021-12-08/how-microsoft-s-halo-infinite-went-from-disaster-to-triumph|Site=Bloomberg|Page=How Microsoft’s Halo Infinite Went From Disaster to Triumph|D=21|M=01|Y=2022}}{{Ref/Twitter|jasonschreier|1468588967217938434|Jason Schreier|Quote=343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)|D=21|M=01|Y=2022}} Ultimately, 343 chose not to migrate to Unreal, and instead persevered with the [[Blam engine]], creating a significantly overhauled version for ''Halo Infinite'', which they dubbed the [[Slipspace Engine]]. | ||
==Games using the Unreal Engine== | ==Games using the Unreal Engine== |