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FAQ
Q: Why components over inheritance? A: Components allow feature reuse and reduce tight coupling, enabling focused testing and iteration.
Q: Why avoid Tick by default? A: Event-driven design reduces per-frame cost and complexity; use timers, delegates, BT services.
Q: Where should I store balancing parameters? A: Primary Data Assets. They’re editable, serializable, and don’t require recompiles.
Q: Do I need Gameplay Tags? A: Optional. They help with categorization and conditional logic; keep usage narrow initially.