Dependency Loops?

Is there a reason we are going through this convoluted code structure of a small piece (The health component) requiring a much larger piece of the program (the game mode)?

Is there a reason we don’t call up from the health component, find the actor of said health component and have the actor handle its own death from there?

That would be more or less the same thing but done within the health component instead. Nothing wrong with that.

Thanks for the prompt reply. It made more sense to do it that way and was just curious about standard workflows and such.


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