Hi, I’m trying to figure out something fundamental about working with blueprints.
I’m trying to create a weapon system for my game, its basically a spaceship flying around and it can shoot projectiles.
There can be different weapons, each has its own fire rate and cool down speed, each weapon can has its own type of projectile that it shoots which my differentiate by its mesh, particles, speed etc.
When I look at it from a programmer’s point of view, there would be some sort of weapon abstract class and a projectile abstract class, These will have all of the shooting logic but I couldn’t instantiate them, only by using blueprints.
*I’m not sure if I need to instantiate them or extend them in blueprints.
Anyway lets consider the case where I don’t want to use C++ and only blueprints.
How can I implement this behaviour? for example each projectile is made out of a collision component, particles, mesh and projectile movement component, they are all spawned the same way but each has its own appearance and params.
Do I make a blueprint class with empty components somehow and then extend it?
I’m still not sure what’s the right way to achieve this level of abstraction using blueprints so your feedback will be highly appreciated.