Recs.
Updated
SpecsUpdate
Pros
Pro Amazon has announced 3 in house games using it developed from Amazon Game Studios
As a proof of how much Amazon is committed to the project.
Pro Very lightweight and scalable entity component system
Multiple entity contexts, reflection, serialization, replication, script binding, event bus (EBus) messaging, fully cascading prefabs (slices).
Every reflected property can be fully exposed in the editor with a customizable gui control and can be animated in the built in animation tools.
Pro Cloud gems
Online oriented plugins composed by both client, server and administration components to easily add various online capabilities without further work (es leaderboards, login, message of the day, downloadable contents).
Since version 1.7 they has been released at a steady rate.
Pro Flexible uber shaders with cache and hot reloading
You can modify shaders while testing the game.
Shader files are modular and annotated to setup the material editing gui and filter out mutually exclusive options. All shader permutation are compiled almost instantly from the asset processor and cached for later use.
Pro WWise LTX Audio
It is still possible to use the non LTX version with few changes.
Pro Virtual file system with live reload on any device
Optimized versions of assets can be streamed live to any device connected over the network.
This makes possible to implement asset types that hot reloads reducing drastically the time to test new content and little changes on device.
Pro Full HDR renderer path with output support for HDR tv standards
Updated renderer pipeline to leverage the full spectrum of precision, luminosity and image processing features of the latest HDR tv.
Pro Advanced in-game UI with 2D and 3D placing
The UI uses the entity component system so it's fully modular and easily expandable. The UI is easily skinnable and supports border scaling images (scale 9). Powerful layouting system supporting multiple screen resolutions. Being based on the entity system every property can be fully animated.
It is elegantly managed in a separate entity context so it doesn't get messed up with other kind of entities and their components like in other engines, but it's fully decoupled communicating with entities in other context on specific event buses.
Cons
Con Some Legacy systems are still incompatible or not fit well with the new entity component system
At first it is common to try a feature and then understand that it is meant to work with the legacy system and not with the newest one.
Legacy systems get replaced or updated to work well with the new entity component system in every new version, but there is still some work to do.
One example for all Flow Graph visual scripting is meant for the legacy entity and Script Canvas is the visual scripting conterpart for the new entity system, but it is still not available at the moment.
Con No source code repository with updated development branch (requests for Github support currently pending)
You need to wait up to 30 or 60 days for fixes as they are shipped with the next official release.
There is no comfortable way to submit fixes and changes to the engine as the forum is the only tool for sharing code.
Recommendations
Comments
Flagged Pros + Cons
Con Not many tutorials
Since it is such a new engine, the community is still really small.
Con Only single player / lan single player is royalty free
Multiplayer requires connecting your game to the cloud, which is a paid service.
Out of Date Pros + Cons
Con Not many tutorials
Since it is such a new engine, the community is still really small.