I'm not really sure where this came from, but it's pretty much nonsense.
Tim Sweeney hasn't written rendering code (or engine code) in years, the Unreal rendering team is enormous these days.
> But its hell to do any real programming with. A project that took me two weeks or so in C# is taking months to reproduce in C++ and Blueprints.
How much of that is familiarity with C# vs unfamiliarity with C++? I find it pretty unbelieveable that someone couldn't reproduce 2 weeks of work in "months".
> UE5 is a very pretty FPS engine with a low-level plugin interface and a scripting language.
Unreal has its roots in an FPS, and that shines through in places, but this hasn't been true for over a decade. The gameplay framework in UE4 is suitable for (and has shipped) many different genres of games. Looking at even wikipedia's list [0] will show you a laundry list of games that are not FPS games that have shipped with Unreal. There are major ARPG, beatemup, open-world shooter, racing, straight up RPG games, and there have been other games announced that don't fit in those categories (e.g. RTS games).
> Unity is a programmable physics simulator that happens to have a render pipeline bolted onto it. It is much more flexible, though sadly not as pretty,"
This is a ludicrous take on Unity. How is it "more flexible" than Unreal? And the claim that it's "not as pretty" is also bizarre (well, up until very recently at least), Unity's pipeline is just as programmable as Unreal's, and sure at the very very very top end of the range of outputs it tops out Unreal, but an "average" PBR pipeline in Unity and an "average" PBR pipeline in Unreal with zbrush sculpts and substance textures/materials is going to be comparable.
[0] https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games