Optimizing actor classes for naval turrets (turrets, cannons, projectiles..)

Thanks for your reply, I think I’m onto something.

What I’m testing right now, which I think is what you were hinting to, is to have childActors in my turret, which are all instances of the simple “Gun” class without mesh.

Using a public Static Mesh variable, I’m able to set the gun mesh to be used directly from the Turret BP viewport.

For the gun to actually be visible in the Turret BP viewport, I need to set the static Mesh in the Gun Construction Script, otherwise it doesn’t work (I could still set it in the Turret initialization, but it’s harder to see what you are doing when the guns are not showing).

“Artillery Mesh” is the empty static mesh placeholder, “Static Mesh” is the public variable that I change directly in the Turret viewport when I click on the Gun ChildActor.

So far so good, I still need to figure out exactly how to handle the firing effect now, as previously it was placed in the Gun class, but as now only have a placeholder mesh that’s gonna change for each instance, I might need to either use the Cannon Mesh bone, or put it in the Turret class.