Hi,
I’m trying to make a generic targeting system in blueprints. So far I’m putting a sphere collision component on my actor, and I’m tracking targets based on the begin/endOverlap events.
Is there a way to make that sphere collision component abstract ? As in “child classes must have either a box/sphere/capsule collision component” ? My logic will be the same for each of those : use the begin/endOverlap events to track actors in a certain area.
I’m guessing this is possible in c++, but is there a way to do this in blueprints ?
Precisions :
- I don’t want to have a subclass for each collision shape : that would needlessly duplicate code.
- I guess I could have 3 variables (one for each shape), and have the user just create and reference whichever shape they want in the level. But I don’t like having to care about an extra object.
Thanks !