Show pagesourceOld revisionsBacklinksExport to PDFBack to top Share via Share via... Twitter LinkedIn Facebook Pinterest Telegram WhatsApp Yammer Reddit TeamsRecent ChangesSend via e-MailPrintPermalink × This is an old revision of the document! Apparatus Features The current list of features includes: ECS at max. A complete Unreal Engine integration of the data-oriented workflow. Loyal to the ecosystem. Both C++ and Blueprint development is supported. Straightforward editing. Assign and customize your Trait/Detail blocks right from the Details Panel in Unreal Editor. Querying with ease. A versatile Component-including and Component-excluding filtering for the Mechanics. Lambda-based operatings with an automatic argument delivery. 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. Inheritance at best. The Detail classes can be inherited for extra modularity and flexibility. Dedicated in-Editor user experience touches for some clear reading, validation and overall ease of use. Several performance optimizations: caching, fast bit-array lookups, mainline Component indexing, manual Belt assignment and more. 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. en/toolworks/docs/apparatus/features.1673448635.txt.gz Last modified: 2023/01/11 17:50by vladius