You went through the process of creating your first HUGE steps. You not only saw how to build a C++ class inside Unreal, but also learned how to apply the C++ knowledge you have to Unreal's version of C++.
You also learned some hints about the Unreal Engine C++ styling code, what Macros are, when to use them, and how to use access specifiers within Unreal.
You not only built your first gameplay
element, and the cornerstone of the game, but you also learned about the different components of the Unreal environment, such as Paper2D sprites
, Camera
, SpringArm
, and so on. You got yourself into a lot of Unrealliology!
Creating the C++ class is only half-way to using it. A class without an actor or blueprint in the scene is nothing. You have to learn how to build blueprints and actors based on your class, you have to learn how to communicate between C++ and its blueprint instance, and you have to learn how to modify your blueprints based on C++; you made real progress in mastering this.
While...