Many of the processes you'd go through to make a 3D world are applicable to a 2D game level your objects, your context triggers, your routines, your AI pathing, your mathematics, your implemented physics, your plugins, your assigned sound effects, etc, it's all in the same general terminology no matter what you're building, and not even on a "lesser" scale when it's not full-3D (a 3D project could be quite streamlined or basic, while a 2D project could be massive and complex,) just kind of different ways of doing things. It can make great games, bad games, or just whatever games.) DSOG got a little over-anxious in singling out UE4 in their write-up (really, there's not much purpose to mentioning the engine used as even the developer is not using it as a key selling point, given that anybody who looks at it will, as you have, be mystified what UE4 is doing for this project,) but it's not a special thing the developer is doing here in using UE4 for 2D, it's just not done very often. (UE4 is also a development system for making plain or even ugly games instead of groundbreaking or AAA games. It just happens to be in UE4, which is a mostly-okay development system for making 2D projects in addition to the more familiar 3D projects.
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