In this chapter, we will cover following recipes:
Creating a custom
Actor
in C++Instantiating an
Actor
usingSpawnActor
Destroying an
Actor
usingDestroy
and a TimerDestroying an
Actor
after a delay usingSetLifeSpan
Implementing the
Actor
functionality by compositionLoading assets into components using
FObjectFinder
Implementing the
Actor
functionality by inheritanceAttaching components to create a hierarchy
Creating a custom
Actor
ComponentCreating a custom
Scene
ComponentCreating a custom
Primitive
ComponentCreating an
InventoryComponent
for an RPGCreating an
OrbitingMovement
ComponentCreating a building that spawns units