Architecture, Blueprint/C++ workflows, and the Gameplay Framework — based on Unreal Engine Game Development Foundations by George Trafford.
How to structure a project, what the .uproject file is, organizing code by responsibility, and how the editor works as a continuously running engine.
The core philosophy of C++ vs. Blueprints, the hybrid pattern, when to refactor from one to the other, and Blueprint Interfaces for decoupled systems.
The core object hierarchy — how Actors, Pawns, and Controllers relate, and the principle that pawns expose control without deciding how they are controlled.
Unreal's framework for data-driven, designer-extensible abilities — covering the ASC, GameplayTags, GameplayEffects, ability activation, GameplayCues, and server-authoritative networking.
Data Tables, Data Assets, soft references, schema changes mid-production, and the framework for deciding what belongs in designer tools vs. engineer-owned code.
State machines vs. Behavior Trees, Unreal's BT node types, the Blackboard as shared memory, AIController, AI Perception, and EQS spatial queries.
Dot products for facing and FOV checks, cross products for normals and lateral tests, attack cone implementation, debug visualization, and FMath utilities.