Modular Design Principles - Actors and Components

Hey @HawaiianGamer!

So my thoughts are that you don’t always want them to be 100% applicable to any actor.

For instance, you may have a component for health that holds the variables for how much health a pawn may have and keep track of that, then you can attach it to any pawn. (really this one could be on any actor).

There is virtually 0 way to just ATTACH a component and it be done. The whole point is to be able to take large amounts of code and reduce it to “Attach it to the character, add a reference on the character when _ happens, done” instead of individually coding it for every actor that may need this functionality.

This guy seems to have a lot to say about it, maybe you could glean some insight from this?

Disclaimer: This link is not affiliated with Unreal Engine, Epic Games, or their partners.

2 Likes