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.
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
- Room: Object-Oriented Design Strategies
- 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









