I’m a bit late to the party here, but I have to say I really agree that BSP/CSG needs to be handled better.
Don’t get me wrong, I think it’s great that Static Meshes are a thing, but if someone could find a way for BSP brushes to be far less taxing on a system I’d take them over modular mesh design in an instant.
The thing is, a lot of indie-developers came from the days of mod making. We were playing around in Doom Engine, Quake Army Knife, or Hammer… all of which primarily use BSP brushes for the environment. We’re used to it. As much as BSPs aren’t all fancy and are considered “primitive” by some (pun intended) they really are still extremely useful. It’s sad that UE4 mainly pushes one towards Static Mesh creation. I think a designer should know HOW to model, and what it takes to model, but not all designers can be modelers. BSP brushes have taken a back seat and now most just use them to create “gray-box” levels, but they used to be used for full environments and frankly those days of development were simply put…easier. BSP was simple, but not lazily simple. They just worked. There was no fighting with imports or messing with UVs. BSP brushes did what they were needed for with no hassle.
All that’s needed is a way to limit the consumption numerous BSP brushes have on a system compared to Static Meshes.
If someone could find a way to fix that, BSP brushes can be put back into the game.
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