Thank you for taking time to answer this question. You have been extremely helpful. After I posted this question, I was looking into more of this and I found that components would be a good fit. I am already playing with components for Math related calculations as I write this. However I do have few more questions based on your answer.
- “In this example, you may consider using the dispatch events to complete integration allowing you to only implement the portions of the interface you select.” - Can you please explain more on what you were referring to as partial interface implementation. Did you also mean fire event in component-> receive in base class and execute that sees fit?
- “the controller should be used to manage logic flow” - This is something I’ve made a mistake on, I’ve had most of the logic in the pawn itself. I already see the biggest difference is getting a blackboard (I pass a key in controller as opposed to a name in pawn). What is the difference otherwise?
- When you say Dynamic interface → You mean a base class + a component (that has all the necessary functionalities)?
Thank you once again for helping me out. I am new to Unreal, I’ve learnt a lot in the last 2-3 months, I am still thinking in Unity’s perspective. I just realized component in UE4 can easily be a C# script component in Unity. All these days I was looking at the event graph in actor = C# component in Unity (and then Blueprint function library like a static class, but not exactly? cuz I can’t have variables or macros). My mind is getting more clearer now.