Held Object Master

AC_HeldObject_Master

The Held Object Master is responsible for Dual Equips and Dual Unequips and Single Equips and Single Unequips. It also stores a reference to the Actor which it's supposed to be attached to, attaches to that actor, and clears that value once dropped. This component automatically enables physics when dropped, but I can not register an Actor with Replication from it's Component, but I will cover that in this section. This system is an Event Driven System and it's very Time Sensitive, a better solution may have been to buffer commands instead and pop them out after each was completed, but that was an after-thought and would still make it an Event-Driven System. At the point of writing this the Event Driven System has one known bug that I will try and resolve this weekend. This Documentation will be updated to remove this notice as soon as that is done and before this Documentation will have been completed.

NOTE: It's important that you understand that for Physics to be simulated on items properly during replication that Replicates in the Class Defaults is set to Enabled and that the Mesh with which we are simulating physics is the Root Component of our Actor and not a Child of the Root (Unreal Engine can only replicate physics properly if done so on the ROOT COMPONENT!)

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