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Should we use Unreal Trigger Centric methods of controlling objects?


TheConceptBoy
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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?

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