- Understanding difference between
Actor,PawnandCharacterand when to use them - Understanding the differences between
Scene ComponentandActor Componentand when to use them - Creating Blueprint Classes from C++ classes
- Exposing variable to Blueprints (Instance vs Default) using
UPROPERTYspecifiers - Spring arm and camera setup for a third person perspective view
- Pawn possession
- Handling basic Input through Action Mapping
- Custom Game Mode Class
- Custom Player Controller (Enable/Disable Input)
- UI Widgets
- Particle System
- Play Sounds at Location
- Camera Shake (
UCameraShakeBase) - Usage of
Forward Declarationin Header files - Cast template function usage
- Constructing components from C++ using
CreateDefaultSubobject - Use of
HitResultstruct to handle Cursor LineTraceTimersand CallbacksSpawnActorTSubclassOf- Hit Events and Callback responses
DECLARE_DYNAMIC_MULTICAST_DELEGATEUGameplayStatics
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