Picking Up Our Torch

Hello I had a question. Regarding setting the torch invisible, this feels like a very basic way to set objects. If I’m right, wouldn’t it be better to attach a new BP_Torch in the event graph rather than just make it invisible? We might have more objects to pick up or other case scenarios

“Better” is pulling some weight here. For the design of this game, it’s good enough to have the objects we want already attached to the player and toggle visibility as we don’t need them to do anything special.

That said, there are arguments to be made for when your suggested approach would be ideal. If we wanted to give the torch durability or be able to drop it, for example, that would certainly start to sound like adding and attaching new objects would be the more ideal approach. To hint at a later lecture, having more than one weapon or giving the weapon data (like ammo) could also warrant having that class be created and attached instead.

There is no one way to make a game, and what approach is ideal is going to depend on your intended design goals and game mechanics for your game/project.

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