#yes it can do anything a sphere can,
1 messages · Page 1 of 1 (latest)
Sorry, for asking stupid questions, but how to attach the component to the mesh we want to hook to? It says that inherited component cannot be reordered
you don't need it to be a common parent class
ok first off, how do you intend this mechanic to work?
what do you mean by "pulling"
It's more of a visual thing. I've got the physics interactions done and I pretty much just want to visually attach the hook actor to specified component on the actor, when player hooks and interacts with it
Sorry, maybe I haven't put it right in the question xd
have you implemented the interaction?
how far down this rabbit hole are you
What I'm suggesting is that instead of a common base class, you just add the hookhandle component to WHATEVER class you want
the act of adding that component is what makes something hookable
not the fact that it has a hookable parent class
then the code can be like:
Hook hit something -> get component by class HookHandle -> found one -> do the hook