Interfaces
There's a chance that you might already know about Interfaces, given that other programming languages, such as Java, for instance, already have them. If you do, they work pretty similarly in UE4, but if you don't, let's see how they work, taking the example of the Health Component we created.
As you've seen in the previous exercise, when the Health
property of the Health Component 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 might simply be destroyed, some might 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 the Owner of the Health Component, which would then choose how to handle the fact that the Owner has run out of health...