Ok hear me out here.
I'm looking at the code for shooter game and man its pretty unwieldy in terms of structure. I mean it uses C++ code to setup to render a UI? The player and weapon interfaces are kind of nasty too.
I'm just wondering how other people feel about the structure of the code?
My own plan currently is to think about maybe shifting some of the code into reusable components and use events to sync the various parts. I'm a big fan of component based interfaces because otherwise you get exactly this kind of monolithic mess of inheritance issues that shootergame screams at me
Or maybe I'm being harsh here? Does shootergame seem elegant to anyone else? If so, can you elucidate why?
One other aspect that really is chafing me right now, is when I patched in third person support into shootergame. It was an easy enough process, but it showed that having some actual in-editor editable state machine would be a real plus for UE4. That way things like weapon state handling and game flow handling could be handled a bit more visually. So for instance first/third person would be a state machine state each, with on/off or enable/disable component interfaces for the various bits (which mesh is showing under which circumstance etc).
I dunno, I guess I'm just hyper critical of this kind of thing these days.
Anyway, wanted to gripe a bit, sorry for that! Happy Christmas all!
I'm looking at the code for shooter game and man its pretty unwieldy in terms of structure. I mean it uses C++ code to setup to render a UI? The player and weapon interfaces are kind of nasty too.
I'm just wondering how other people feel about the structure of the code?
My own plan currently is to think about maybe shifting some of the code into reusable components and use events to sync the various parts. I'm a big fan of component based interfaces because otherwise you get exactly this kind of monolithic mess of inheritance issues that shootergame screams at me

Or maybe I'm being harsh here? Does shootergame seem elegant to anyone else? If so, can you elucidate why?
One other aspect that really is chafing me right now, is when I patched in third person support into shootergame. It was an easy enough process, but it showed that having some actual in-editor editable state machine would be a real plus for UE4. That way things like weapon state handling and game flow handling could be handled a bit more visually. So for instance first/third person would be a state machine state each, with on/off or enable/disable component interfaces for the various bits (which mesh is showing under which circumstance etc).
I dunno, I guess I'm just hyper critical of this kind of thing these days.
Anyway, wanted to gripe a bit, sorry for that! Happy Christmas all!
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