Hello dear community,
i am currently making a door class and i think about of how to handle it.
I want to make it as easy as possible for a level designer to add new doors to the game.
So when he creates a new Blueprint out of ADoor class, he can create his desired components (Hinge, Door, Handle a.s.o).
I have a Timeline which fires FCurveVectors the designer set up before.
I know i can “GetComponents” to get all StaticMeshComponents but here it begins:
- I somehow need to figure out in what direction a Mesh should be transformed
- Is it a translation (f.e. Sliding Door) or a rotation (a door with a hinge).
- Is it a single or doubledoor?
- there may be more info to determine…
As i said, i dont want to bother the designer too much in creating a new door.
possible approaches:
-
set up some named variables like (UStaticMeshComponent* LeftSideDoor, RightSideDoor…) and make them editable in Blueprint… -> not preferable, too static.
-
set up a MovableArray of UStaticMeshComponents* to let c++ know which components needs to be updated on activation of the door -> not preferable, still missing information.
-
Extend UStaticMeshComponent with the desired information i need? -> could be, but i believe i dont need this
-
provide a Struct with Mesh + desired information and provide an array for those structs in blueprint?
In the end im not happy with all the solutions and there might be someone which has the “Top-idea” i havnt discovered yet
Feel free to post your intentions here
thanks for visiting