I’m coming form a Unity background and would like some advice on how to approach a problem.
I’ve got a scene that will have 20-30 different static meshes, each representing a product - each product will have it’s own media associated, text, video , audio whatever.
I want it to set things up so that when one of those objects can be interacted with (on collision, mouse pick, whatever) the object gets some type of effect (similar to the glow here https://staticdelivery.nexusmods.com/mods/952/images/351-0-1439991292.jpg)
So my question is what is the preferred approach for accomplishing the above? Someone suggested I make a custom actor blueprint and just swap out static meshes, but the problem with that is if I want any of those meshes to have some additional behaviors I’m not quite sure how to add them. In the Unity world, everything is a component so it’s very easy to add and remove behaviors, but in Unreal it seems like inheritance is favored which makes it harder to apply to multiple behaviors. I’m very new to unreal so I imagine I’m not representing something correctly. Would it make more sense to tag all the objects that can glow and then have a blueprint that is responsible for querying those objects and applying the effects on events (a more functional approach)?
The second part of my question is what is the best way to handle the custom data that should be associated with each product? Is that something that should be taken care of at a component level?
I know there’s a lot here but I’m mostly looking for broad advice. Thanks in advance.