Lemme just preface this by saying I’m a character artist, not a software developer… so please bear with me here…
I’m trying to create a single player game that has a lot of abilities that all have their own custom logic. I’m trying to figure out:
- Where to put all the logic for each ability
- How to execute the logic associated with each ability
Unfortunately the solutions I’ve come up with myself aren’t very satisfying:
- Shove it all in one giant monolithic blueprint (probably the character blueprint), a custom event for each ability
- Hook the attack button up to an enormous enum switch with every ability in the game in it, that executes the appropriate event according to the enum input
I feel like this would work, but is a really ■■■■■■ way to handle this. I’m not even sure that doing a huge switch on enum every time I use an ability is even going to be performant.
Any advice on a better way to approach this would be greatly appreciated.