Hi,
I am working on shooter game prototype and following idea came to my mind, please let me know if this approach is good or not?
- Spawn and destroy object at runtime is heavy so instead we can use instance of spawned actor.
- instead of using weapon pickup object separate include pickup behavior in master weapon blueprint
In lot of example I have seen weapon actor spawn and destroyed on weapon swap/switching method, please suggest me performant way of weapon inventory implementation.