I want to test my programming skills with unreal but focus on my programming. For that, I’m thinking of making a mostly text-based game with a top-down map where you move in.
Since characters don’t really have a visual representation, I want to be able to describe them, but I’m not sure on how to approach the setup of their bodies in a meaningful unreal engine way.
- Do I create a body component that contains all the bodyparts ref?
- Do I create a component of each body part and assign them one by one?
- Do I create a body component that creates all the other body parts as a component in a hierarchy like we did with the tank/turret mesh in the course?
- Do I just not create any component and shove all the bodyparts in my pawn class?
Also, what’s the best way to create a list of the same body parts, meaning, let’s say I want to describe hair. I make a hair class where depending on your hair length you have, their’s different hair cut possible, but how do I design all the different hair cut?
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Do I create a base class for hair and extent all my hair cut in blueprint? If I do that, how do I iterate through them I the case that I want to create an ingame character creation? In the editor, I can do a TSubclassOf to select the hair cut, can you do the same in runtime?
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I notice that there was a thing call dataTable in unreal, would it be a good idea to use that as a list of hair cut? I played a little bit with it but don’t find it really intuitive and don’t have access to the table data in the editor(from what I could find in the interweb).
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In C# you can create a class that has static members of itself that you can then iterate through Example. I use that a lot at work but I’m not sure how to do it in C++ and I’m not sure if it’s good practice.