In this chapter, we will cover the following recipes:
- Creating a custom Actor in C++
- Instantiating an Actor using SpawnActor
- Creating a UFUNCTION
- Destroying an Actor using Destroy and a Timer
- Destroying an Actor after a delay using SetLifeSpan
- Implementing the Actor functionality by composition
- Loading assets into components using FObjectFinder
- Implementing the Actor functionality by inheritance
- Attaching components to create a hierarchy
- Creating a custom Actor Component
- Creating a custom Scene Component
- Creating an InventoryComponent for an RPG
- Creating an OrbitingMovement Component
- Creating a building that spawns units