If I want to create a class that is purely for data storage and processing, but won’t exist in the game map (e.g. a library of skills and access/processing functions, what base class should I use? Should I use Object/Actor, then use with “Spawn Actor from Class” and give it some abstract transform location?
Ah… I was just asking this the other day, and basically told that I didn’t know what I was talking about, that I should just use actors/structs. Unfortunately, the simple logic of ‘let’s have a data only class that is NOT directly tied to AI’ is completely lost here. UE doesn’t support them in blueprints. If you want them, you will need to roll your own in C++ or use actors. Sorry, I know it is not the answer you are looking for, but it is the only answer there is to give at the moment.
Thanks, I just wanted to check that there wasn’t a better way of doing it. I don’t think it’ll be a big issue performance or optimisation wise (I only need one or two of them)…