Hello ,I recently watched the "Unreal Actors vs GameObjects" video. I learned what was explained in the video the hard way as well. I think there is another problem related to the topic discussed there. I'm curious about your thoughts on this issue. If we proceed with an example similar to yours: Let's imagine that we have a CarActor consisting of CarPartComponents. And at some point in the game, we are trying to transfer these parts (e.g., a wheel) from one (A) car to another (B) car. Since this (wheel) CarPart component is created by A when it is initially created, its owner will always be the A actor, even if we attach it to the B actor. One of the downsides of this situation is that if we kill the A actor at some point, the wheel component, although attached to the B actor, will be lost. How would you overcome this situation? I'm curious about your opinion. I know this video is not releated but i just wanted to reach you.
You can set the owner, there should be a node for it. Alternately, you can create the wheel with a null owner, or clone the wheel and delete the old one instead of simply moving it. Unreal's assumption that subcomponents will remain parented to their original parents is fairly annoying.
@@CraigPerko set the owner node is belongs to actors and its releated with network and replications stuff. But i found alternative solution if anyone curious about. there is a " Uobject::Rename(newName, newOuterComponent,ERenameFlags) if you pass new actors root component to this method you can change owner to it. I dont know this is the intended way but it works for this problem.
Am I not rockety enough for your rocket club?
Hello ,I recently watched the "Unreal Actors vs GameObjects" video. I learned what was explained in the video the hard way as well. I think there is another problem related to the topic discussed there. I'm curious about your thoughts on this issue. If we proceed with an example similar to yours:
Let's imagine that we have a CarActor consisting of CarPartComponents. And at some point in the game, we are trying to transfer these parts (e.g., a wheel) from one (A) car to another (B) car. Since this (wheel) CarPart component is created by A when it is initially created, its owner will always be the A actor, even if we attach it to the B actor. One of the downsides of this situation is that if we kill the A actor at some point, the wheel component, although attached to the B actor, will be lost.
How would you overcome this situation? I'm curious about your opinion. I know this video is not releated but i just wanted to reach you.
i also switch unity to unreal recently.
You can set the owner, there should be a node for it. Alternately, you can create the wheel with a null owner, or clone the wheel and delete the old one instead of simply moving it.
Unreal's assumption that subcomponents will remain parented to their original parents is fairly annoying.
@@CraigPerko set the owner node is belongs to actors and its releated with network and replications stuff. But i found alternative solution if anyone curious about.
there is a " Uobject::Rename(newName, newOuterComponent,ERenameFlags)
if you pass new actors root component to this method you can change owner to it. I dont know this is the intended way but it works for this problem.