maybe you are right, that it is difficult to actually provide means of implementing every single feature on the engine regarding issues related to performance and caching and baking and pre-cooking of light raytracing raymarching pathtracing and shaders. but there are strategies for massive compression of data, there are means to actually optimize data massively and so on so forth. but trust me, from the moment that i’ve seen maybe in 2002 or 2003, people running a 4kb-64kb single program that could decompress itself and generate fairly complex graphics for the time (maybe at the level of quake 3 or quake 4), using advanced strategies for generating shaders, and compressing shaders and so on so forth, i honestly believe that if epic wanted and if epic could, and if they had means of doing so, they could actually turn unreal engine into an editor that would occupy perharps 200-800mb, and could generate all the data related to the projects, throughout the exact same techniques that the demoscene is using. and no, i actually trust epic, and believe on their work, but also believe that the graphics that the engine is running could actually run on a amd r9 290. and this is not an insult, but trust me, and i know what i am talking about. so bearing this in mind, please don’t take it way too personally but that’s just my opinion. looking forward. have a nice day