What does a component-based workflow look like?

Thank you all for the replies! So it’s basically “depends on the situation”, but what I’m getting is that branching within the component based on what actor it’s attached to is a valid thing to do (and seems enough for my situation).

@BIGTIMEMASTER and @3dRaven
Using enums for the branching is a good tip, more elegant than hard-coding the actor type checking, thank you!

@3dRaven Now that’s interesting, I was under the assumption that only scene components have an impact on performance. When you say “don’t go crazy with them”, do you mean maybe a couple dozen or a couple hundred components / actor? (If we’re talking about simple actor components only, not scene components.)

And that makes me question my base idea too. Is this workflow totally unusual in Unreal? Basically having no or very little functionality on the actors themselves, and putting everything into reusable components?