en:toolworks:docs:apparatus:mechanical

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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.

If you’re going the C++ way, creating your Mechanicals goes like this.

  1. Open the main UE File menu and choose the “New C++ Class…” option:
  2. In the opened window mark the “Show All Classes” checkbox:
  3. Now you can select any of the base classes available including the Apparatus ones. Choose the Mechanical Actor as a base class:
  4. 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:
  5. 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:
  6. Note that you may have to recompile and/or restart the Editor after that.
  • en/toolworks/docs/apparatus/mechanical.1623153574.txt.gz
  • Last modified: 2021/06/08 14:59
  • by vladius