Disclaimer: this is somewhat unrelated to the main ask.
I want to make a missile-building game, in which I have multiple parts, which are combined to make the resulting missile.
Depending on the scope & complexity of what you’re making, there may be a more subtle and elegant way to achieve it. Rather that using Child Actor Components (which are somewhat rigid and unwieldy at times), consider overriding Static Mesh Components
- you get a graph, functions, variables and support for inheritance. This is a great solution for truly modular design which is also much lighter on resources since each missile part is just an SMC rather than a full-blown actor.
Micro crash-course on what I mean:
- a base SMC:
- we create children of:
- in order to end up with with:
- you can then build an actor out of those comps - each capable of showing a mesh and running their own (or inheriting) logic:
Not sure if feasible here but the above works pretty well in more complex scenarios. This is fully dynamic - components can be added / removed run-time, detached, welded and simulated independently. And, most importantly, no one must suffer Child Actor Components.