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by Fraterkes 598 days ago
In what way do Unreal and Houdini embody "immediate feedback to the creator"? If youre just talking about Lumen and Nanite (which I think is a bit of a stretch), Blender arguably got there first with Eevee. I don't think Unreal even has proper hot-reload.
2 comments

An example is the material editor. When dragging a value of a property of a node (like color) you see it immediately in the editor. You apply a material on an object, (regular object, water, Landscape), and while changing stuff in the node graph, you can see it applied to the object on the scene almost immediately (depending on some factors of course). A Material can be as complex as a Landscape auto-material which magically auto-generates the surface appearance of a complex landscape (with even foliage). But this is just an example, there are other node graphs in Unreal, like PCG. Hot-reloading my C++ code is not strictly necessary as I write C++ code mostly for really messy complex stuff, where I need to think a lot between tests. So I think Unreal mostly has immediate feedback where it is most necessary.
You can tune data assets while the game is running in editor. Hot reload works and is a crucial part of workflow in a lot of projects. The caveat, if I understand correctly, is that it works only for UObjects. I was surprised seeing UE recompiling stuff on my pet project on Linux, without doing any extra configuration.