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componentfusemechanic's Issues

No clean way of detecting 'constructions'

Currently, there isn't any way of detecting other constraints/components in the constructions of fusibles. A solution to this would solve a number of other issues.
Potential solutions:

  • Save pointers to constraints under a GUID in the game state, and save the same GUID to the constraints. Constrained components would be searchable using the constraint pointers, but this could be over-engineered.
  • When constraining components, destroy the initial component and add it to an actor. If there isn't a constrained actor, one can be spawned in. It would be easy to detect what construction an object is a part of with GetOwner(). This would require a pretty significant rework but would be cleaner, and make it very easy to set up activations and interactions, but it would make setting up activatable objects a little more painful as they would be better off as components, not actors.

Fusibles can be re-constrained within existing functions

Pressing F while holding a fusable that is already fused can cause it to be re-fused without removing previous constraints, often breaking the construction's physics. This could be solved by just detecting connected constraints and refusing to fuse to objects the component is constrained to, but it would be better to solve this once #1 is solved.

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