Designing entities

GDK for Unreal

If you're using the GDK for Unreal, this page does not apply to you. For information about entities, see the Entity glossary entry in the GDK documentation.

This page is about the things you need to consider when designing entities.

Thinking about entity design

You need to work out what things you want to populate your world with, and decide which to model as entities, and which as components on another entity. There aren't any hard and fast rules for which things should be which, but here are some principles.

Something should be an entity if:

  • it can exist on its own
  • it will be around for a while
  • it will interact with other things in the world

Something should probably not be an entity if:

  • it is purely a rendering object that does not affect the world, like particle effects and small pieces of rubble
  • it is always part of another object, like ammo in gun


For example, let's consider a hat in the context of an online game, where players can collect different hats and chose one to wear on their character. Should the hats be entities?

It depends on how hats work in the game. If hats are purely a cosmetic enhancement, then it might be best to simply have the type of hat you are wearing as an enum stored as a component. However, if a hat can be shot off a player's head, kicked around or piled into hat-towers, then it should be an entity in its own right.

For another example, take a look at the discussion of whether or not bullets should be entities in the Shooting and hit detection design guide

Related pages

For what you need to consider when designing components, see Designing components.

Updated about a year ago

Designing entities

Suggested Edits are limited on API Reference Pages

You can only suggest edits to Markdown body content, but not to the API spec.