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Week 13 - Project Update #3: Objects & Orienting

Week Overview

Project Update #3: Objects & Orienting

This week was primarily focused on the Object-Oriented Design map. I split the map into three rooms: Object-Oriented Programming Principles, Object-Oriented Design Strategies, and Object-Oriented Programming in C++. This map is by far the smallest as the majority of this study was focused on C++ and I have a pretty solid base knowledge of OOP, but I still wanted to go over the principles of the paradigm as well as some interesting bits of knowledge from the semester.

I finished off a little over 2/3 of the map this week and I'll complete it next week (though that will be all I'll accomplish next week as it is Thanksgiving break and I'm headed home to be with my family). I also set up the rooms and modules for the Unreal Applications map as that will take up the rest of the time in the semester once I'm done with the OOD map.

Project Progress

Click on images to open them in a larger view.
Jump to:
- General
- C++ Basics Map
- Object-Oriented Design Map
- Unreal Applications Map

  • General - Jump to Top
    • Fixed some minor issues with the blueprint I created to display code and screenshots.
    • Added a bulk fixer actor in case the blueprints don't generate correctly on load.
  • C++ Basics Map - Jump to Top
    • Added information about the break keyword to the loop modules.
  • Object-Oriented Design Map - Jump to Top
    • I've decided to use the tools available to me that come with the Content Examples room generator blueprint to make the design of each map unique. While the C++ Basics map is open and bright, the OOD map is enclosed and lit by a skylight running down the middle of the hallway (along with a few extra fill lights) to give it a more centered feel.
    •  Additionally, I set up and filled out the first two out of three rooms and set up the third room. Listed below are the modules for this map.
    • Room: Object-Oriented Programming Principles
      • Map Description

      • What is Object-Oriented Programming?

      • Abstraction

      • Polymorphism

      • Inheritance

      • Encapsulation

    • Room:  Object-Oriented Design Strategies
      • Description

      • User Stories

      • Use Cases

      • Class Diagrams

    • Room: Object-Oriented Programming in C++
      • This room's modules haven't been completed yet, and I plan to finish them and this map next week. The modules are:
      • Constructors & Destructors
      • Access Specifiers
      • Overloading & Overriding
  • Unreal Applications Map - Jump to Top
    • I've set up the rooms and modules for the Unreal Applications map, which certainly has the most modules out of all. The modules are listed below and sorted by room.

    • Room: Blueprint/C++ Basics
      • Blueprint vs. C++
      • Blueprint Inheritance
      • C++ Prefixes
      • Finding the C++ Equivalent to a BP Node
    • Room: Class Setup
      • Components
      • UPROPERTY & UFUNCTION
      • Access Specifiers
      • AllowPrivateAccess
      • Out Parameters
      • UMETA & UPARAM
    • Room: C++ to Blueprint & Back
      • Events - Implementable & Native
      • Referencing Other Actors & Components
      • Dependency Injection
      • Hard References
      • Delegates
    • Room: Miscellaneous
      • User Input Binding
      • Timers
      • Templates
      • TArrays
      • Asserts
      • Interfaces
      • UMG