Originally Posted by Mightymouser
In this case, the module to be replaced would be those 'base classes'; and as long as the replacement classes had the appropriate members available (i.e. The proper API) a child class written for one engine could be directed to another engine with relatively little modifications to the code (or if they are named the same, no modifications to the code, just changes in the included header files).
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So either you are creating base classes with the same attributes as the Unreal classes, which is
plagiarism (as I posited in my second post). Or alternatively, you are creating base classes with different attributes than the Unreal classes, which involves
re-writing every line of code in the subclasses (as posited in my first post).