Delegates are probably outside the scope of this lesson, but binding to a primitives overlap delegates enables a method for adding up mass of actors in a given area that is, in my opinion, much cleaner and doesn’t require iterating through all actors each time one is added or subtracted. I opted for a modular design as well; the mass treshold mechanic is completely seperate from the door opening mechanic in my project.
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Pretty clean approach!
I love this! I love learning advanced C++ topics and then figuring out how it is implemented within Unreal.
Very nice ! Later in the course there this part 206 : Delegating to Components
Maybe it’s how to use your technique ! I hope so