I’m looking for a confirmation over design.
I’ve got some actors on the store. Mostly meshes assemblies in blueprint (tanks and turrets)
My natural approach to control them was to create a “behavioral” blueprint that would reference these actors, get control of relevant (tagged) parts and control them.
Then I would create a child of that blueprint and vary actors/weapon effect.
It seemed straightforward and I managed it using classes reference for effects, instantiated at will, and and child actors that are set placing the behavioral blueprint. And it’s not pretty. I’m getting hundreds of child actors in the editor, it’s a mess.
It looks I went backward the UE4 way and I should instead have created a “controller” blueprint that has then to be added to each of these actors.
Could I have a confirmation of this ? (I’m not enjoying the prospect of having to re-create the blueprint just to omit the components.)
Thanks in advance.