Hello everyone!
I have found really nice so far to be able to edit a ScriptObject’s properties on the fly with the Attribute Inspector in the editor. Can this be done if I want to use C++ instead of AngelScript?
I don’t really understand when and how should I use C++ or one of the scripting languages. It appears most of the game can be done by scripting: Is there a huge performance issue with that? There are some elements of my game logic that are part of the game’s core and I feel more appropriate to do those in C++, do I lose the possibility to edit its parameters in the editor if done like that?
Also, how can I set up a custom subsystem in the editor itself so the scripts running in it can reference this subsystem and call its methods? Would I need to edit the editor’s code to do that, or is it already implemented?
Thank you!