- infrastructure development like Docker and Kubernetes
- general utilities programming like grep, terminal emulators, compilers, etc
- performance sensitive artifacts like OS kernels, video/audio codecs, hardware interaction layers
and more in common usage. Without some sort of communal understanding of the taxonomy of development areas discussing things like GC in systems programming becomes tedious and often prone to arguing past people due to conflicting understanding of terminology.
I certainly think there is was inflection point for Unreal’s inherent complexity moving to 5 that made it exponentially more difficult to customize when compared to 4 as far as implementing highly customized renderers (in particular) and overall customization in general.