I’ll give an example, I want to create a island where, effectively you throw an object at something and once it hits it it does something. Simple enough. Ok well the only way to throw an object/mesh is by the carryable spawner. And that only detects hits on agents. So thats the first workaround I need because I want it to hit a prop. So I use the prop manipulator and make some invisible prop and surround it so I use the prop manipulator to detect the collision. Fine. But now what if I want there to be an arbitrary number of objects that can be thrown at once? Well now I need to just make a bunch of carryable spawners since for some reason there can only be a carryable active for each spawner.
Things like this need to be focused on, especially with the Unity integration coming. A unity developer can make something function exactly how they want. They can get every collision they need, check the collision, who threw it etc. Obviously it will take more time but that is the same as someone using UEFN and trying to figure out which random combination of devices and what information we are able to access to get the functionality of what we want.
I know scene graph is supposed to fix this but all we can do now is make it a different model of a button and add some lights and sounds to it. Or use in in a virtual inventory where the player cant even hold the object. Its just a glorified sprite in someones inventory.
I mean if we want our player to throw an object at something theres so many limitations on what can and cant be done without some crazy hack that it makes everything a chore.