I’m trying to wrap my head around components and I have the following scenario:
I have a data structure that I want to share between two components. These two components are optional, but the user can use any combination of them. I’m thinking about having a base component to store the data structure and then have the two optional components be children of that. What I’m thinking about doing in my blueprint is as follows:
I haven’t got around to looking through the code enough to know how UE4’s component system works. There are multiple ways of implementing component base programming, each with different quirks.
However, here’s a great article about component based programming versus traditional OOP that might be useful reading to you: Cowboy Programming » Evolve Your Hierarchy