Exploring interfaces
There’s a chance that you may already know about interfaces, given that other programming languages, such as Java, already have them. If you do, they work pretty similarly in UE5, but if you don’t, let’s see how they work, taking the example of the HealthComponent
class we created.
As you saw in the previous exercise, when the Health
property of the HealthComponent
class reaches 0
, that component will simply end the game. However, we don’t want that to happen every time an actor’s health points run out: some actors may simply be destroyed, some may notify another actor that they have run out of health points, and so on. We want each actor to be able to determine what happens to them when they run out of health points. But how can we handle this?
Ideally, we would simply call a specific function that belongs to Owner of the HealthComponent
class, which would then choose how to handle the fact that Owner has run out of health...