Best way to handle Parent-Child architecture

Hi all!

I was making a fighting game in Unity. The way it worked was that I would have a fighter to handle anything related to movement, player states (Idle, Run, Dead, etc…) and abilities. Then I would create a derived class from that fighter class, and override most of its functions to create an unique character.

I was wondering what would be an equivalent of this in Unreal Engine.
I’ve looked up several options :

  • Somewhat creating a blueprint derived from another blueprint.
  • Creating an Actor Component and attaching it to any new pawn I create (I tried but couldn’t call ANY function in my Actor Component from the Pawn C++ Class).
  • Doing it in C++ even though implementation looks extremely tough.

What do you think is the best way to approach this ?

1 Like

This is blueprint inheritance.

You can just create the child with right-click

image

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