components cant own a tree of components
Why is this not explicit? I understand why you say this (the evidence is almost unanimous in engine) But the basic SceneComponent breaks this logic anyway, having UBillboardComponent* SpriteComponent as a member.
any time you have a long list of components required for your system to
work, it should be an actor, rather than a component. components generally
shouldn’t rely on other components in order to function.
This is extremely limiting. There are many different types of actors that might be made, and to have to add all the components, bind all of the logic, and prime all of the pumps over and over and over again… it is less than ideal.
If there is anyway around this limitation, i would love to hear it.
Thank you so much for your answers, they have all been very helpful. Good to be on the knowledge bus.