I’ve hit a very confusing dilemma. While components are used as sub-objects for things such as actors, what would I do if the component itself needed a component?
Let’s say I’m making an interstellar game with extraterrestrial civilizations and Planet is an actor class, with a Landmass component. What would be done if I wanted the Landmass component to hold data such as cities, which itself should be a component that holds data such as population, maybe a reference to an actor object designated as its leader, etc? I’d want this sub-component to have UE4’s reflection all the same, so it’d be declared as a UCLASS, instead of a standard C++ class.