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    Calling numerous variables from a struct

    Basically through a struct and a component I'm attempting to update variables within a player controller, while this setup is currently working, i ultimately have more variables that need to be called in the future. I know its a mess (believe me i intend to make it look pretty) but i'm updating multiple variables from a struct feeding it into a sequence and subsequently updating the controllers variables. I feel like this way of doing it will become very buggy in the long run and unreliable, the only other option i can think of is after breaking the struct.... making it again and then feeding it into a separate function called in the player controller.

    Basically a player picks up an item, feeds the struct on the component, stores it on a local variable, then updates the controller variable via a cast. Anyone have a suggestion for a much more reliable/ more streamlined fashion of performing this operation? Appreciation in advance!
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    #2
    Create Functions to get and set each of your structure members. Quit spaghetti coding.

    One problem in Blueprint Structs is that they cannot contain functions while in C++ they can, so in your Blueprint you should create utility get/set functions to manipulate struct values independently.
    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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