Can you point me to what part of Unreal uses an ECS approach? I’ve never seen this. I know Unity DOTS added ECS features, but that still lives in a hybrid world.
https://docs.unrealengine.com/5.0/en-US/overview-of-mass-ent...
I realize that there's the whole "grouping" and "batching" concept in ECS paradigms, but I'm failing to see how that's much different from using the functions in `UWorld` that can query both components and actors of a certain class.