delegate + BPevent for calls to SetActorHiddenInGame()
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That sounds overly specific, with the same logic almost all Actor functions could have their own delegates.
It’s something that probably the architecture of your game should handle itself.
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Components have virtual C++
virtual void OnVisibilityChanged();
virtual void OnHiddenInGameChanged();
SetActorHiddenInGame() of Actor is also virtual.
I would say current solution is fine at the moment but I can perfectly see how useful it could be in BP when you don’t have luxury of using C++. I needed to override these C++ functions in multiple projects.
thank you i did not know those component functions existed, this is an acceptable solution for the moment.