2
To do this in Unreal C++, inside the CPP file you need to do the following:
Make sure to include the header component:
#include "Camera/CameraComponent.h"
Then in the class constructor:
CameraComponent = CreateDefaultSubobject <UCameraComponent>("CameraComponent");
From here you need to set up the attachment which is usually to the ...
1
Those Archetypes are IEnumerable<TComponentKind>, where TComponentKind is what you use to identify components. You can, of course, do better than that. For example, they could be TComponentKind[], or HashSet<TComponentKind>. TComponentKind could be string, Type or even int (and you use bit flags to identify components, in which case the Archetype ...
Only top voted, non community-wiki answers of a minimum length are eligible
Related Tags
component-based × 285entity-system × 127
architecture × 85
c++ × 63
c# × 35
entity-component × 33
unity × 29
xna × 16
design-patterns × 13
ai × 10
java × 8
input × 8
gameobject × 8
entity-component-system × 8
game-design × 7
javascript × 7
networking × 7
entity × 7
game-component × 7
data-driven × 7
software-engineering × 6
scripting × 6
lua × 6
state × 6
messaging × 6