- cards in hand are 2d widgets
- a 3d card could be an extended Widget Component (the method is here); or, ideally, an actor with extended WC. The actor would handle the player / board interaction and the attached WC would handle card logic.
- the board is an actor with a collision volume reacting to traces (the post I linked above)
- the card actors can be spawned dynamically and attached to the abovementioned volume. They don’t need to be attached but I feel it could make things easier in the long run.
- I would not use slots for this - the board card distribution & snapping should be done mathematically in the board actor, you could get away with a clamped vector snapping for something simplistic for now, only to refactor it later once you know how many rows, columns there can be and what the rules of the game are. If you go with slots, you will still need to find a solution to distribute slots - so why bother. Unless slots are static, in the attached pics they are not, it seems.
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