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Better way to approach weapon system data

I made a weapon system and for now I’m saving the basic data (current ammo/ max ammo etc) as structs in a character bp because if weapon gets switched or unequipped it gets destroyed. I know that some people prefer to hide the weapon instead and it wouldn’t be needed to save the data anywhere else, so I wanted to ask, what should be a better way of doing it and why?

In my mind destroying should have slightly better performance but it may be so slight that it doesn’t matter. I will have 6-10 unique weapons so it’s not like I would be hiding 200 new actors.

Inventory “Actor Component” in the Player Controller.