I have created a SpellComponent which I use to create Spells in Blueprint. Now I want to create the Blueprint component in C++
UPROPERTY(EditDefaultsOnly, Category = Spell)
TSubclassOf<USTSpell> Spell1Class;
UPROPERTY()
USTSpell* Spell1;
The idea was to let the client choose a Spell via
TSubclassOf<USTSpell> Spell1Class;
and then I would do something like
Spell1 = CreateDefaultSubObject(Spell1Class);
Is this even possible?
I am also not sure if my spell should really be an ActorComponent. I just wanted to have a class that doesn’t need to exist in the world and it should have the possibility to Tick.
Should I just derive form UObject and make a custom Tick function that I call from my Character for example
UCLASS()
class Spell : public UObject
....
void FooCharacter::ReceiveTick(float Dt){
Spell1->Tick(Dt);
}