4 ms·
Based on the definitions in this thread, it wouldn't be a stretch to pair Unreal's `AActor` as the entities and `UActorComponent` as the components. You could t
by dimgl 4y ago
Based on the definitions in this thread, it wouldn't be a stretch to pair Unreal's `AActor` as the entities and `UActorComponent` as the components. You could technically go a step further and pair `UWorldSubsystem` as the system.
I realize that there's the whole "grouping" and "batching" concept in ECS paradigms, but I'm failing to see how that's much different from using the functions in `UWorld` that can query both components and actors of a certain class.