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Apparatus Features
The current list of features includes:
- A complete Unreal Engine integration of the data-driven workflow. Both C++ and Blueprint development is supported.
- ECS itself provides for some real architectural and development benefits as it’s less prone to coupling and a lot more type-dynamic in its nature.
- Assign and customize your Trait/Detail blocks right from the Details Panel in Unreal Editor.
- Dedicated user-friendly Blueprint node is provided as a center of Mechanic evaluation.
- Versatile Component-including and Component-excluding filtering in the Mechanics.
- Multiple Details of the same class on a single subjective are supported. All of the available Detail combinations are processed in the operating body.
- The Detail classes can be inherited for extra modularity and flexibility. Just create a common Mechanic with a common ancestor in the filter.
- Dedicated user experience touches for some clear reading, validation and overall ease of use.
- Several performance optimizations: caching, fast bit-array lookups, manual Belt assignment.
- Concurrent (multi-threaded) iterating with a special compile-time solid semantic.
- An elegant and versatile custom networking solution built upon the Unreal’s replication and RPC functionality.
- Steady-ticking implementation for some extra stability of your game frame-dependent logic.
- Thoroughly documented API with a dedicated user manual wiki pages.