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    Урко 117: Get the Player Controller with C++
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    Promo Video
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    Welcome To The Course
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    Setup Visual Studio Or XCode
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    Unreal Development Environment
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    Intro To Visual Studio On PC
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    Intro To Xcode On MacOS
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    A Quick Tour Of Unreal Editor
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    Section Wrap-Up
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    Intro, Notes & section Assets
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    Game Design Document
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    How Solutions And Projects Relate
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    C++ Function Syntax
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    Using, #include And Namespaces
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    Magic Numbers And Constants
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    Variables And cin for Input
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    Using getline()
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    Simplifying With Functions
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    Iterating With For & While Loops
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    Clarity Is Worth Fighting For
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    Booleans And Comparisons
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    Using Do and While in C++
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    Introducing Classes
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    Using Header Files As Contracts
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    Including Our Own Header File
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    Instantiating Your Class
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    Writing And Using Getter Methods
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    Introducing The Const Keyword
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    Constructors For Initialisation
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    Pseudocode Programming
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    Using using forType Aliases
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    Using struct for Simple Types
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    Using if Statements in C++
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    Debugging 101
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    A Place for Everything
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    Introducing enumerations
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    Writing Error Checking Code
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    Using switch Statements
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    Warm Fuzzy Feelings
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    Handling Game Win Condition
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    Win Or Lose Screen
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    Introducing Big O notation
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    TMAP and map Data Structures
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    Range-based for Loop
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    Design a Helper Function
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    Playtesting Your Game
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    Difficulty & Play Tuning
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    Polishing & Packaging
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    Section Wrap-Up
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    Intro, Notes & Section Assets
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    Game Design Document
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    Version Control 101
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    Ignoring Unreal Derived Files
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    Your First .gitignore For Unreal
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    Getting to Know Unreal's Editor
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    A Pointers Primer
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    Unreal's Class System
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    Runtime Message for Feedback
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    Accessing Object Names
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    Getting Transforms In C++
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    Moving Objects In C++
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    Laying Out Geometry
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    Applying Materials
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    Macros Starting With UPPROPERTY
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    Using Trigger Volumes
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    Unreal's PlayerController
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    Using Collision Volumes
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    Using GetTimeSeconds()
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    Grabbing System Overview
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    Modifying the Default Pawn Actor
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    Inherit Game Mode Blueprint
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    Getting Player Viewpoint
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    Using DrawDebugLine
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    Line Tracing AKA Ray-Casting
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    LineTracesingleByObjectType()
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    REFERENCE & POINTERS
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    Resetting Your Unreal Project
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    Using FindComponentByClass()
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    Introcucing Input Binding
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    Accessors & Memory Layout
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    Reducing Code in Hot Loops
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    Using Physics Handles
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    Refactoring Rules
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    Introducing Unreal's TArray
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    Iterating over TArray with for
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    Debugging Game Issues
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    Managing Texture Tiling
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    Pointer Protection Process
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    Exposing Events to Blueprint
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    Using Blueprint Timeline
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    Everything in its Place
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    Using Variables in Blueprint
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    SFX & Audio Clips
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    Section Wrap Up
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    Intro, Notes & Section Assets
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    Game Design Document (GDD)
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    Setting Up a GitHub “Repo”
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    Creating & Deleting Landscapes
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    Landscape Setup & Scaling
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    A Landscaping Process
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    Upgrading Engine Version
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    Using Landscape Layers
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    Flat Shading Low Poly Landscapes
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    More Landscaping tools
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    Tank Control System
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    Composing Multi-Part Actors
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    Using Blueprints to Discover C++
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    Call C++ Functions from Blueprint
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    Using BindAxis() for Input
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    Using DeltaTimeSeconds
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    Main Menu Screens
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    UI Scale Box, Buttons & Mouse
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    Controller Ready Navigation
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    Trial Packaging Your Game
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    Delegating to Components
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    Using virtual and override
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    Creating an AI Controller Class
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    Add Tick() to PlayerController
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    Creating an Out Parameter Method
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    Finding Screen Pixel Coordinates
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    Using DeprojectScreenToWorld
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    Using LineTraceSingleByChannel()
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    Unify Player & AI Aiming
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    Create Default Sub Objects in C++
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    BlueprintCallable()
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    SuggestProjectileVelocity()
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    Predict Projectile Landing Point
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    Using FRotators in Unreal
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    Using Forward Declarations
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    BlueprintSpawnableComponent()
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    BlueprintSpawnableComponent()
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    Review Our Execution Flow
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    How to Report Bugs
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    Using Clamp() to Limit Values
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    Challenge - Turret Rotation
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    Challenge - Turret Rotation Pt.2
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    Setting Up Projectiles
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    Upgrading to Unreal 4.12
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    Working Round Awkward Bugs
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    Using SpawnActor() to Spawn
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    Projectile Movement Components