Hi everyone! I wanted to get a feel for some other C++ programmers out there on how they go about programming in UE4. More specifically how you’re suppose to go about creating your own C++ classes in a logical way. For example, say I wanted to created my own C++ cameraActor class so I go and inherit from UE4’s cameraActor and create my own camera. A camera normally has a camera component, which is responsible for the camera’s view, and I want to create my own camera component to attach to my camera in order to keep any custom camera view logic separate from the actual camera itself. So I inherit from UE4’s cameraComponent class and begin creating my logic. However, when I’m done and I go to create a blueprint of my C++ cameraActor class I see that this camera blueprint already comes with a cameraComponent class attached and I can’t delete it.
My question is am I still suppose to attach my own cameraComponent class with it’s own custom logic to this blueprint (which might makes things a little confusing or over bloat the class)? or am I suppose to create my custom functions and logic inside the actual cameraComponent class within UE4 in blueprints or something? It seems as though, for the moment, UE4 pushes you more towards creating bigger classes with multiple responsibilities instead of smaller separate classes with fewer responsibilities. I could be completely wrong on this though, considering I’m still pretty new to UE4, which is way I’m asking the community :-). Thanks for any insight!