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It is not “design methodology and optimization” of the engine. It means that THEY have , and UE4 doesn’t and that in their engine that can be used for the bulk of level modeling.
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It is. At least as far as I remember when I read the documentation it was written that teh engine is optimized for bsp, so one should use mainly bsp and meshes only for decoration.
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It’s true that idTech rendering is specifically built with in mind and thus optimized for it. However, I think the point that being made is that the style of building with tools that handle level design-specific needs is a huge benefit for level designer iteration and thus potentially for the development of the game.
Even if on the back end the engine were to convert everything in to meshes (as I understand it the HammUEr tool does) the greater benefit that can be realized is the improvement on human interface/development time, not necessarily some rendering/compilation need. I have gotten to the point with the existing tools in UE4 where I can block out levels relatively quickly, but I would see a huge benefit from some expansion of that toolset and cleaning up some of the weird collision issues it causes.
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Not sure about the implementation details, although why would the static meshes be less optimised then as they are?
I too agree that handier to use tools would benefit level designers, but in my opinion complex functionality shouldn’t be included, because that’s what your 3d package is for. Why block out a level in ue4, if you can do that in blender and import later in less than a minute.
I think that there should be better integration. So that I don’t need to edit in 3d package -> export from 3d package -> import to ue4 -> place in level. It should be edit in 3d package -> change windows to ue4 and see your change populated immediatelly.