Phew! Today marks the end of the Blueprints translation! (For now...)
The main thing today was to ensure the Force that our main character (now named Ines) worked in C++ as well as Blueprints. What I learned the hard way was that CreateDefaultSubobject, which works just fine in the constructor, does not work so well with constructing and calling AddComponent during runtime. Actually, not at all. Oddly enough, just by referencing the handle and constructing it in the constructor, one does not have to actually worry about the actual location of the handle. Grabbing and releasing components only relies on outside parameters. All good and all organized!
As for the TestObject, I also organized a quick C++ object to impose generic state changes on Physics Body objects. There is a bit of an issue on the collision, which I'll have to fix up:
What's next? Actual design: I'm going to build a crumbling bridge...
No comments:
Post a Comment