====== Mechanical ====== ECS clearly separates the data and the logic operating on that data. This logic in turn is usually executed on an iterative per-frame basis. Apparatus implements this animation-like functionality via a concept called //Mechanical//. Mechanicals are complex in nature and comprise multiple Mechanics that are executed inside of them. ===== C++ Workflow ===== If you're going the C++ way, creating your Mechanicals goes like this. - Open the main UE File menu and choose the "New C++ Class..." option: {{ :en:toolworks:docs:apparatus:ue-file-create-cpp-class.png?nolink |}} - In the opened window mark the "Show All Classes" checkbox: {{ :en:toolworks:docs:apparatus:ue-add-show-all-cpp-classes.png?nolink |}} - Now you can select any of the base classes available including the Apparatus ones. Choose the Mechanical Actor as a base class: {{ :en:toolworks:docs:apparatus:ue-create-cpp-mechanical-actor.png?nolink |}} - Click "Next" and you should see a name choosing dialog. Adjust the name of the class as needed and proceed by pressing the green "Create Class" button at the bottom: {{ :en:toolworks:docs:apparatus:ue-name-cpp-mechanical-actor.png?nolink&600 |}} - The new class gets created as a combo of its header (.h) and a source file (.cpp). All in the Source (sub)folder of your project. You should now see them in the IDE of your choice:{{ :en:toolworks:docs:apparatus:vscode-new-mechanical-actor-class-sources.png?nolink |}} - Note that you may have to recompile the project and/or restart the Editor after that. Don't be scared by some possible errors here, regenerate the IDE project, rebuild and start again.{{ :en:toolworks:docs:apparatus:vscode-generate-project-files.png?nolink |}} - The corresponding file contents should be as: * ''MyMechanicalActor.h'': // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "MechanicalActor.h" #include "MyMechanicalActor.generated.h" /** * */ UCLASS() class MY_API AMyMechanicalActor : public AMechanicalActor { GENERATED_BODY() }; * ''MyMechanicalActor.cpp'': // Fill out your copyright notice in the Description page of Project Settings. #include "MyMechanicalActor.h" - Now you can override a single (or multiple) Tick method(s) as you usually would do in C++... * ... in the header: void Tick(float DeltaTime) override; * ... and the source file: void AMyMechanicalActor::Tick(float DeltaTime) { // Your mechanical code here... } - Proceed creating a [[en:toolworks:docs:apparatus:filter|Filter]] to [[en:toolworks:docs:apparatus:enchaining|enchain]] the Chunks/Belts in order to be [[en:toolworks:docs:apparatus:iterating|iterated]] upon.