Architecture and dependency flow for the Framework classes?

Sam’s saying the gun should be responsible for shooting bc of Architecture and dependency reasons. I 100% agree with it.

I’ve noticed a few other good practices. The Hud knows about the game, nothing in the game knows about the HUD. Actors know about their components, Components don’t care who owns them. PlayerController knows about Pawn. Abstractly, A knows about B or B knows about A, not both, C (manager class) can know about A and B if no other solution can be found.

I would like to avoid circular dependencies and have decent architecture. What’s the dependency flow for the framework classes, GameState, PlayerState, PlayerControlller, GameMode, GameInstance, PossessedPawn? I guess this is also in a multiplayer context where the framework classes matter more.

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