Actor Components are described on their doc page as:
useful for abstract behaviors such as movement, inventory or attribute management, and other non-physical concepts
but they don’t support subscribing to most events. I can’t subscribe to input actions, gamepad events, keyboard events, or mouse events. I’m guessing that this is due to how the engine is set up, but if not there, where? Assets I’ve looked at in the marketplace usually end up dumping these directly in the player character, but I don’t want a huge monolithic dumping ground for all gameplay events. If I have some input action that opens the inventory, for instance, I want the inventory component to manage that.
I can work around this by creating a dummy “inventory” actor without any geometry in the character that manages these which is better than dumping them directly on the character actor, but is this an ideal solution? Are there better options?