[=;464756]
I think, it’s because Epic/Unreal has a different methodology. People who have been taught/learned the “Unreal way” generally like that way.
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That’s kinda funny to think about. UE1 / UnrealEd had one of the most, in my mind, elegant BSP solutions of any engine of its time. I’ve been jonesing for something half as intuitive ever since those days, and was really disappointed when Epic moved towards static meshes as a paradigm in UE2 onwards. That said, I understand it from an artist-centric perspective, but for a hobbyist like myself, it was never quite the same.
[=SimplyMark;464777]
Unfortunately better brush editing tools would solve only half the problem, there is also a great performance cost if you don’t convert them to static meshes, which kinda undermines the whole point of having BSP’s in your level.
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I doubt whatever Epic comes up with will be a ‘true’ BSP system though, as yeah, it’s a nightmare for optimisation. My hope is that it’s some sort of system not unlike what ProBuilder does, where brushwork is automatically converted to meshes (at least I’m 99% sure that’s how it works), so you get the flexibility of CSG brushing, but none of the culling headaches. HammUEr’s system of splitting parts of the BSP into separate meshes upon import is also pretty neat. There are definitely workarounds. I don’t think anybody is asking for a full hardcore BSP implementation like Uncle Carmack used to make, but just something that makes rapid iteration a bit more feasible.