Jump to content

Should we use Unreal Trigger Centric methods of controlling objects?

Recommended Posts

A little while back, when I was experimenting with UE. I was advised against running IF statement checks on a loop when using blueprints. I'm not sure if that same advise would have applied to C++ but I thought I'd ask. UE promotes trigger based interaction. Instead of a light bulb checking IF a switch is on or off every cycle, the switch instead sends a trigger to the light bulb when the action of switching is performed. I mean there's gotta be an if statement in there somewhere in the switch then, am I wrong?


Would this apply to Leadwerks C++ oriented programming too?

Share this post

Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...