I have to create a skill system in my game.The structure of skill data is like this:
…
class SkillAction
{
…
};
…
class SkillPhase
{
…
TArray < TSubclassOf< SkillAction > > mActions;
…
};
…
class SkillData
{
…
TArray < TSubclassOf< SkillPhase > > mPhases;
…
};
When the designer add a mPhases in the class SkillData,he has to create a blueprint of class SkillPhase,and the new mPhases element refrence to it. It’s the same to add mActions in class SkillPhase,so there will be many blueprints created for just a SkillData.It’s very hard to maintain so many blueprints.But In UE3,the same structure can be edited in just one archetype.Is there some good idea to solve this problem.