
Wouldn’t this work?

Look for any that requires Galaxy.
Their thing is old games (hence the name good old games), most don’t have DRM but it’s not a requirement. It’s like how games in Epic don’t have DRM until they do.
https://www.gog.com/forum/general/drm_on_gog_list_of_singleplayer_games_with_drm/page1
Here’s a list

It’s use is basically “by the time you build an engine that can compete you will be dead”
Performance optimizations are easy, movement is easy. (Compared to starting from scratch) but are you going to spend time on that or something else?
Fortnite runs on phones, they have various demos running on consoles.
Every one knows it’s the best but dumb kids blame the engine for some reason and garner the above response because it points out they have no idea what they’re talking about.
As for the other guy’s comment, programmers work in C++. The Unreal way is to take that code into drag/drop blueprints for designers so they aren’t messing with the programmer’s code. An example involving movement is I recently coded a movement system in C++, now in blueprint there’s a settings menu that exposes the variables so the designer can set jump height, speed, falling speed.

A bunch of games have framerates locked now to prevent these issues
https://youtube.com/watch?v=7PpTiK1jYPw
Fps differences in cod 4

I can build everything in one level at the start or I can build it across multiple levels and stream it.
Which one I do should be done at the start.
And of course if I’m targeting a 4090 then hoping to slap DLSS on it then it’s not going to work. I could pull a TI and turn AO off then pretend UE5 is the problem but it’s really just a developer issue.
Try Immortals Fenyx Rising