I took a course in Unreal Engine [ C++ ] but seems not enough to do some tricks.
I want to create a custom component for an actor based on a “global” variable which I thought best place for holding it was GameInstance.
When creating the actor, a switch sentence is called then if that variable is ‘0’ then component A is created and attached, otherwise, component B is created and attached.
Seems easy but I miss lot of concepts.
First of all, if I try to get my custom GameMode or GameInstance inside the constructor of the actor, this is crushing Unreal (after searching and debugging I think it’s because those objects are not created yet…). But I can retrieve them in the ACustomActor::BeginPlay() function, so I have been able to attach them this way.
The question here is if this is the correct way to do this because I think it is not. But what I would like to learn is why GameInstance or GameMode is not created before an actor “creation” / spawn ??
I feel like missing something.
Is the behaivour this one?:
GameInstance calls for a GameMode, then spawn actors inside the map. I would like to know who is in charge of load maps, and who is spawning actors.
Thanks for the support!!
Keep the good work