Study Notes

Unreal Engine Development

Architecture, Blueprint/C++ workflows, and the Gameplay Framework — based on Unreal Engine Game Development Foundations by George Trafford.

01

Getting Started with Unreal Engine

How to structure a project, what the .uproject file is, organizing code by responsibility, and how the editor works as a continuously running engine.

project structure .uproject Source folder editor workflow C++ + Blueprint
02

Blueprint vs. C++ Workflows

The core philosophy of C++ vs. Blueprints, the hybrid pattern, when to refactor from one to the other, and Blueprint Interfaces for decoupled systems.

C++ vs BP hybrid pattern BP interfaces refactoring signals
03

Gameplay Framework: Actors, Pawns & Controllers

The core object hierarchy — how Actors, Pawns, and Controllers relate, and the principle that pawns expose control without deciding how they are controlled.

AActor APawn AController possession
04

The Gameplay Ability System (GAS)

Unreal's framework for data-driven, designer-extensible abilities — covering the ASC, GameplayTags, GameplayEffects, ability activation, GameplayCues, and server-authoritative networking.

ASC GameplayTags GameplayEffects attributes prediction networking
05

Data-Driven Design in Unreal

Data Tables, Data Assets, soft references, schema changes mid-production, and the framework for deciding what belongs in designer tools vs. engineer-owned code.

Data Tables UDataAsset TSoftObjectPtr schema changes UPROPERTY
06

AI Systems — Behavior Trees & Blackboard

State machines vs. Behavior Trees, Unreal's BT node types, the Blackboard as shared memory, AIController, AI Perception, and EQS spatial queries.

Behavior Trees Blackboard AIController EQS state machines
07

Gameplay Math in Unreal

Dot products for facing and FOV checks, cross products for normals and lateral tests, attack cone implementation, debug visualization, and FMath utilities.

dot product cross product attack cones FMath aim assist