Is it considered bad practice to use a lot of components to represent things like body parts, status effects etc?

Hello sorry if this is a stupid question but I’m wondering if using a components (especially dynamic components) for a bunch of systems is considered bad practice and if so why.

Things I’m thinking of using components for are status effects, dynamic player race, body parts and classes. The problem is a lot of components may be used at times, performance wise I figured I could just turn tick off and in the case of status effects not register them to reduce performance cost. also a lot of components probably won’t be created at once.

What are your thoughts?

I can’t speak directly to your examples given as that will be game/implementation dependent but what I can say is that a reusable components based workflow is an accepted workflow within Unreal. It’s a nice way to isolate functionality and has the added benefit of making it easier to work with version control systems on a team.

1 Like