Inventory Discussion: Object Items vs. Actor Items

just to add to the discussion, one function not represented but usually needed is a save/load system.

You can only save/load structs/data assets not instanced objects so it does make sense to use structs as your inventory.

that said for prototyping i also use actors as its just alot easier and modifiying structs is a nightmare.

another option is actor components since it does kinda make sense as an item ‘belongs’ to something, ie an owner actor or a world spawn.

heres my breakdown.

structs - replicate, savable, instance editable - pain to use

data assets, replicate (kinda since it doesnt change), saveable, NOT instance editble. easy to use.

objects, dont replicate(unless in c++), cant save, instance editable, easy to use.

actors, replicate, cant save, instance editable, easy to use, heavy class

actor components, same as actors but more lightweight

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