Wrapping Engine Classes


There’s a reason that programmers do it. And that reason is because it’s rad. Like, Ak Components are dope, but you know what’s doper? An Ak Component with Gameplay Tags.

Having things like a game engine is great because it gives you most of the functionality that you need. But what about when you want to extend that functionality for your own needs? You don’t even know when you’ll need that additional functionality, so wrapping those classes with your own version of it is a good safety net for later anyway.

Though some classes can be inherited from in Blueprint, sometimes it means getting into C++, which is scary for some sound people. But it’s super simple… or you can ask your programmer to help make this for you, and tell them the functionality that you want access to.

Make the engine work for YOU and your needs.

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