Thanks for your competent explanation
I dont argue that component based engines are powerful
If they became so popular there is a reason, I suppose
I mean that they are not user friendly thus they are not the best choice for hobbyest programmers / casual games

To detect collision , in a traditional engine you simply write something like

myBot.GetCollisionType();
You have of course previusly written
yourBot.SetCollisionType();

I suppose it is much cleaner even if less powerfull ( maybe)

About your interpretation of UE4 architecture it seems to me rather a mix of traditional and component based engines

UE4 apparentely supplies a" Character " class
This is in conflict with the "holy Bible" of components
Classes in a components based engine must be absolutely generic
Also Unity actually is a mix

Did you try out Torque engine ( not to be confused with Torque3d)
This is a pure component based engine

A nightmere, beleive me

Last edited by AlbertoT; 05/10/14 11:18.