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Industry breakdown · 2 min · 10/9/2026

Dispatch: A Remote-First Team on Unreal

How AdHoc Studio shipped Dispatch on Unreal Engine 4.27 as a remote-first, Blueprints-first team, using Sequencer for previs and a backported UE5 UI system.

What happened

AdHoc Studio shipped Dispatch, a superhero workplace comedy, on Unreal Engine 4.27. The team worked remote-first and Blueprints-first, used Sequencer for previs, and backported UE5's UI system to get a sharper interface without moving the whole project to UE5. It released in 2025.

Why it worked

  • Staying on a stable engine version avoided mid-production upgrade risk.
  • Backporting one system gave the benefit of a newer feature without the cost of a full engine migration.
  • Sequencer previs let a distributed team agree on scenes before expensive production work.

What we'd take into a client project

  • Lock the engine version for production and only pull in specific systems when there is a clear payoff.
  • For remote teams, previs and written specs replace a lot of hallway conversation; budget time for them.
  • Keep a short list of who owns which Blueprints so remote contributors do not overwrite each other.

Related

Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.