Hi guys!
My hair is starting to becoming gray after I am struggling with - seemingly simple problem.
What is the recommended/preferred way of creating an Actor (preferably in C++), which will consist of complex hierarchy of nested sub-Actors inside of it?
For example:
Building
-- Floor
-- Room
-- Door
-- Window1
-- Window2
-- Window3
-- Room
-- Door
-- Window1
and so on…
Of course, each one of these entities should be an object in its own terms, so for example: each Room - should have StaticMesh and Point Light.
Each Door should be built out from StaticMesh and for example - Decal.
In Unity, or Godot - I can nest whatever objects/scenes I want inside of another, so I can model complex objects and then just put them in the world. Is the same possible in Unreal?
Please do not advice me destroying hierarchy I put above and taking different approach - I just want to achieve the same exact result by building reusable objects out of the other objects and freely duplicating and placing them on the level.
The one and only way I’ve found out until this point - is by using Child Actor
Component - but everywhere is told to NOT use it (but nobody is giving any reasons on WHY it’s not advised).
Please, HELP! I want so badly to have similar work experience like with the other engines, but this one topic in particular is driving me crazy…
Thanks!