I’m very well aware of that.
I have three types of actors:
I have a generic actor class where each actor has only a static mesh.
I have a class of actor components called 'behaviors.
I have other ‘application’ actors.
In game, the player can use the application actor to apply the behavior to the generic actor by adding the component to it.
My parent class (pic) for the application actor looks at: " Is my behavior class to apply in the array of total possible behavior classes, and if so, is it type A (branch), type B(branch), type C(branch), Type D(branch) . In the case of true, A,B,C or D is added.
The problem is that I can only add components that do specific things. I can’t seem to create a method to spawn a parent class, and then change the class to spawn the component. If I were do do this with actors, I would be able to do spawn actors as class with a parent class var specified and all children would spawn fine if i changed the value of the class variable. I don’t need to specify each one, only making sure that the children spawn. For instance, spawning a projectile I can change the value of the spawned class to be a number of projectile child actors.
Why is it different for actorComponents? Is there a way to do this without ending up with a massively branched out tree of specifically defined components?