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I'll try to answer to the best of my knowledge, with little knowledge about the specific case of UE4, but rather on the general technique. Graph based materials are as much programming as writing the code yourself. It just doesn't feel like it for people with no background on code, making it seemingly easier. So, when a designer links a "Add" node, he is ...


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The typical ECS way to handle this is to abstract a level in your systems layering. Your design looks something like this: render <--> transform <--> physics | / | / gameplay logic Anything that needs to know where entities are at will pull that information from the transform ...


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TextMesh[] child = GetComponentsInChildren<TextMesh> (); This line (and the three after it) is always getting the first three TextMeshes in the parent object's child hierarchy - not the hierarchy of the newatom you've just created. That means that each time you create a new atom, you're overwriting the labels on the first atom you created, leaving ...


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It's primarily a technical issue that most companies won't use pure vector art in their games. I know many artists who make their creations in Flash or Illustrator, only to pump out a rasterized image that gets slapped on a polygon sprite. It's just a technical hurdle that most large companies aren't too keen on trying to figure out. Below is an example ...



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