most of the limitations people encounter are with the built in behaviors and instead of writing their own with events they just give up and move on to unity and use it's build in physics and then it'S jaky again, all game engines have the same limitations of scale where if your game gets up to a point you'll encounter problems because the built in behaviors are built to be general purpose and aren't applicable to larger games so in the end no there isn't really any limitations you just have to learn how to use the picking system effectively instead of learning how to use the behaviors and then try to band-aid game mechanics from them because it won'T be that great if you don'T have good event fundamentals and if you have good event fundamentals then you'll be making your own physics and collision detection and loading and culling and rendering to fit your game's specific niche which you would have to to anyways if you were working in any other engine and pushed it further than the general all purpose use it was built for, that'S why big game studios usually use their own inhouse engines to fit those requirements instead of general all purpose and why those engines are difficult to reconfigure when developers want to use en engine made for first person shooters and use it for a third person RPG game