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Apparatus Features
The current list of features includes:
- A complete Unreal Engine integration of the data-oriented workflow. Both C++ and Blueprint development is supported.
- A dedicated user-friendly Blueprint node is provided as a center of Mechanic evaluation.
- A versatile Component-including and Component-excluding filtering for the Mechanics.
- Bitwise Flagmark filtering support for a boolean-based state approach.
- 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 in-Editor user experience touches for some clear reading, validation and overall ease of use.
- Several performance optimizations: caching, fast bit-array lookups, manual Belt assignment.
- Full concurrent (multi-threaded) iterating support with a dedicated 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.