Hello I have been working with UE 4 for a while now.
And there is one question that keeps coming up for me.
When you work on a project, how do you structure your code?
What do i mean by this is?
e.g: Your Pawn/Character class will get new methods specific to your game.
And more general stuff like Health and Stamina or something else.
But revolving around your player like in a RPG.
You have Inventory, Equipment, UI and so on, all with there own use and methods.
Now I would want to divide this up maybe make a inventory component for my player.
Or the player inventory i maybe just leave in the Character class so it can stay laying around if the player dies and so on.
Weapon behavior i keep in the Weapon class just firing of the virtual method present for all weapons actors.
Am sure we do stuff differently, and i think alot of us will benefit form a discussion on this.
Food for your thoughts.
WCode.
And there is one question that keeps coming up for me.
When you work on a project, how do you structure your code?
What do i mean by this is?
e.g: Your Pawn/Character class will get new methods specific to your game.
And more general stuff like Health and Stamina or something else.
But revolving around your player like in a RPG.
You have Inventory, Equipment, UI and so on, all with there own use and methods.
Now I would want to divide this up maybe make a inventory component for my player.
Or the player inventory i maybe just leave in the Character class so it can stay laying around if the player dies and so on.
Weapon behavior i keep in the Weapon class just firing of the virtual method present for all weapons actors.
Am sure we do stuff differently, and i think alot of us will benefit form a discussion on this.
Food for your thoughts.
WCode.
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