So, what does UE4 do exactly? Does it hold all the game's programming itself, and you have to learn code? Do you just import models from zbrush or are you using another program first?
I'm enjoying working with 3d so far. Though I will still be using a 2d engine with Construct 2. Of course, I always want to keep an open mind for future games if I want to use another engine.
You can write code (C++), as well as using their visual programming known as Blueprint (Blueprint cover more than programming), & probably a combination of both. I can't say much as I do not have UE4.
In my opinion, the best efficiency is achieve by using the best tools available, & not trying to achieve the target solely using the tools you are comfortable with. You will be left somewhat handicap if you solely use Programming or Visual programming. Its like playing soccer but you can only use one footed, or basketball when you can do layout using only one arm.
I spend last 2 months learning Unreal script (its outdated but a lot of knowledge can be transfer to UE4) to get a basic of game programming in Unreal environment, at the same time revise on C++(it will be painful to return to C++ as Unreal script is so much simpler)
Having said that, my focus will be on
visual programming using Blueprint, as
1) Programmers will not want to hear this, but I think visual programming will be the future.
2) I think its more logically, easier to read by another person, & less prom to error.
3) It will be easier to reuse.
4) No to mention you can store codes in isolated Blueprint block (I think, you can for sure do so in its predecessor the Kismet) , because, there are something that are still better, or easier with code, like mathematical formulas or some logic sequence.
5) As an engineer, I much prefer something visual. , like those logic gates & robotic back in school days.
I will share more I go deeper. I think you can certainly create a game with just visual programming, but it pays to know programming in case there are jobs better suite to code. I do not think you need to know the very fancy stuff or have complete understanding of making a game from the ground using code. A decent understanding of function, operators, class, & heritage, pointers, arrays should suffice for most parts. At least with Unreal script, it didn't go far from what I listed above.
But here is where you can learn more about blueprint.
https://www.unrealengine.com/blog/what-can-you-do-with-blueprints
Back to Zbrush, & 3D, now this topic I can explain more. Zbrush is a very powerful 3D program, & capable of doing things you thought impossible just only a while back. However, its not a complete 3D package. One, it cannot export file as FBX format, (that is the main standard for UE4 & presumably Unity. Not sure about construct), second, at least for me, its very hard to make low poly meshes suitable for game from start to finished. At some point, you will probably need a 3D modeling package like Maya, 3DMax, or Blender, especially for non organic shape objects, like the laptop & printer I posted earlier.
It also do not support Skeleton rig for gaming. You do can pose, & even create a skeleton structure, but the skeleton structure is a train wreak at the moment ( & like I mention, cannot be exported).
Oh, & Zbrush Map transfer (like normal) are pretty basic, & limited. Transfer between a high level poly & low poly version of the same model are mostly ok, but transfer between 2 different models, you can do it, but its not worth the trouble as it required a workaround, & you better off using a 3rd party software like xNormal(free), or a 3D package like Maya. Not a big deal though, as XNormal is free & more control.