Custom Components with C++
To write a custom C++ component, the first thing you need is a custom engine plugins. Once you have that, and have it enabled in your project settings, any custom component that you define in that plugin will show up in the editor and can be attached to game objects.
The Sample Game Plugin shows all the pieces that you need, including multiple components to get inspiration from. This article will describe one of those components in more detail.
For every type of C++ component there is a corresponding component manager. The component manager is responsible for allocating and deallocating components and for updating them. Each component manager is tied to a single
ezWorld, so if you have multiple worlds, each world will hold its own instance of each component manager.
A component manager is a world module (TODO), so it can register functions to be called during specific update phases of the world. That is