Over the years I’ve worked in every version of UE, but over the last little while I’ve been off in some other engines (proprietary ones as well as the last year or so in Unity).
Now, coming back to UE I’ve been trying to reacquaint myself with the relationship between actors, pawns, components and controllers.
The relationship between actors and components generally maps to the “conventional” engine wisdom of these days. However the concept of extending Actor directly rather than adding components seems to break that mold. Which leads to the Pawn and Controllers who’s relationship seems to be suitable to be supplemented with a few extra components attached to an actor.
So I guess my questions are;
- Why isn’t Actor “sealed” with all the meaty bits living in Components?
- Why are controllers Actors instead of Components?
- Are there some best practices or rules of thumb for when to extend from actor, pawn, controller or component?