@Martin_H Decided to finish off my UE project, now doing a FPS RPG in Unity. @Ryiah FRunnable and GThreadPool serve the tasks of multi-threaded processes and has been available for years, in regard to ECS there is no equivalent and there would be many issues trying to factor it in. Although as specified before I've never found it a bottleneck, I know ECS can be used for rendering (although not looked into it yet) but in general I've always found that component the biggest bottleneck of all when it comes to my projects. Rendering is one of THE biggest issues when it comes to UE, its multi-mesh capability is astounding but when it comes to transparency their tiled DR is something rather lacklustre (typical DR issues). Hence skip the open world pipe dreams without some major level design pre-production (plus knowledge) / Lightmass generally destroys any hope anyway (yes I know about SSGI, let's see huh?). Finite state machines aren't difficult to create and I'd consider it a primary basic requisite of many games above the most basic levels hence I don't consider it an advantage. Whilst I was very much into graphics shaders / renderers at one point they are today well beyond my understanding, that's why I'm thankful for the likes of Unity's HDRP. It would require months if not years of learning to try and replicate.