- Understanding difference between
Actor
,Pawn
andCharacter
and when to use them - Understanding the differences between
Scene Component
andActor Component
and when to use them - Creating Blueprint Classes from C++ classes
- Exposing variable to Blueprints (Instance vs Default) using
UPROPERTY
specifiers - 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 Declaration
in Header files - Cast template function usage
- Constructing components from C++ using
CreateDefaultSubobject
- Use of
HitResult
struct to handle Cursor LineTrace
Timers
and CallbacksSpawnActor
TSubclassOf
- Hit Events and Callback responses
DECLARE_DYNAMIC_MULTICAST_DELEGATE
UGameplayStatics