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For something that is “one big thing,” you can build it as a subsystem, or you can build it as a series of interacting components.
Having each tile be a separate object is generally not going to work out well, if for no other reason than because calling a virtual function for each tile to do anythin…
I have been looking at Data Driven Development with Unity, but so far I haven’t been able to understand how everything works in that aspect with the jobs, burst compiler etc. Maybe I will later, but for now I want to focus on what I know so that we can build this game and get it done.
What I did lik…
@doomoperator It might be you want a derive the ArtifactWheel class from UActorComponent and not "A" AActorComponent.