in my game, I need addtional information on my meshes. I figured that the easiest way to achieve this is to edit the UMeshComponent header directly. I cannot simply inherit from a subclass, since I’ll want to use static and dynamic meshes in the future, so editing their base class would be the most elegant way. However I have a few questions on this:
Is it acceptable or good practice to edit the classes that come with the engine, instead of only inheriting from them?
What are the downsides?
And if I do that: can I simply override the header file? (VS tells me its read-only, but gives me the option to try to overwrite it.)
How do I version control it? (since the change would not be a part of my game folder).
I just want to know if I am about to do something very stupid.