Pretty simple question, is a delegate the right way to transmit clock data to a method on other objects that takes in that data and updates its respective state? Or is an interface a better idea?
Thanks!
Pretty simple question, is a delegate the right way to transmit clock data to a method on other objects that takes in that data and updates its respective state? Or is an interface a better idea?
Thanks!
Hey DanaFo,
In my case I would probably choose a Delegate, since Interfaces in Unreal are tricky to say the least, and really actor components are supposed to replace any need for them at all. If this is for lot’s of actors (not u-objects) that need to do something based on their clock state a component version may not be a bad way to go, since you can add it to any actor you like then If it’s specific though, delegate should be fine!
Right, the component route is definitely interesting, I hadn’t considered that they would all be synchronized via ticks! Great food for thought, thank you!