There's a lot of potential in UE5 as you can see above. I have two colleagues who use it daily for creating couple minutes long visual videos, basically abstract mood pieces for our portfolio. The way you can just browse through a library and literally drag n drop in Hollywood movie quality assets that work instantly is very cool. As long as you spent a week or two setting up everything beforehand that is... It makes the creation of such art pieces much faster and way more dynamic. With the use of photogrammetry (generating 3D objects just from a bunch of photos), you can really do your own high quality assets as well as long as you are willing to put in the extra work.
What's amazing is that you can literally render a 2 minute almost-movie-quality visual with millions of polygons full of lights and effects and dust and DoF and all the bling in like 5 minutes on a mediocre gaming PC, and thus iterate on feedback way way faster. It's really good for both the client and the artist.
Still it's not a production ready tool out of the box, it's such struggle to set up things you take for granted with professional 3d software like Maya and with offline renderers like VRay or Redshift... Camera and light linking, post effects, changing animation layers... all that stuff is still a lot of work, and often don't work the way you'd expect it, as it's a game engine, not a professional rendering tool.
There is a reason why Hollywood is dropping this tech from it's repertoire. While the Disney shows like Mando heavily relied on UE5 with the led screen tech, it's not without it's flaws. Everything filmed that way looked shallow and very same-y , while also really expensive to work with afterwards.
Have you ever wondered why they are always on freakin Tatooine? Cos that's what they have very high quality assets for, and they can sell the lighting of such an environment easily with this tech. But in the end, there are always mistakes, there are always changes that need to be made. Traditional VFX had to come in and eat up lots of extra budget anyways to fix those things, basically doing the work twice and nullifying the savings.
Game engines have their uses, in previz, in purely artistic works and such, but not in a professional movie environment just yet. UE5 is amazing at doing stuff fast, but it's not meant for everything.