Hey anyone reading,
First thanks for reading and potentially helping, I appreciate it. Second, the actual meat of the issue, I’m familiar with how Unity handles GameObjects/Actors functionality and I’m struggling with how UE4 differentiates since it still utilizes components stored within GameObjects/Actors. Keep in mind this will not be a multiplayer game, strictly first-person perspective, single player.
I would like to design everything to be as decoupled as possible, to try to create re-usable or extendable code bases and take advantage of good OOP.
- With the different Pawns would I want to create a PC class that inherits from a base pawn and then a Base NPC class that inherits from a base pawn.
- Create an AIController and PlayerController to be added as components respectively.
- Create an inheriting movement components for flying and land based pawns to be added as components.
- etc.
I’m still fairly new to wrapping my head around UE4 and how to properly structure OOP in UE4 C++. If you need more info please let me know. Thanks in advance!