‫So this brings us to the end of the section.
‫Let's overview what we've learned.
‫It's been full of concepts.
‫So what have we got that's new?
‫Well, we understood a point, as in references, these two really complicated C++ concepts that hopefully
‫you've got some idea of and how these pointers allow us to communicate between classes.
‫We've seen active components, scene components, the difference between the two and we've implemented
‫both in C++, we've seen how to include header files, why we need to do it, why it improves our compilation
‫speeds.
‫We've done some lighting using the new lumen system, dynamic lighting in our level.
‫We've built a modular level using really beautiful assets and we've done line tracing and collisions
‫and we've done lots of different types of loops.
‫The while loop, the for loop, and we've looked at arrays and how we can deal with items in arrays
‫and we've seen how we can call our C++ functions from blueprints to make these two worlds collaborate
‫much better.
‫So what if you wanted to extend the project and take it further?
‫Here are some ideas.
‫Obviously adding more levels or making your level bigger is a great place to start.
‫You can add in different sorts of puzzles.
‫Now, obviously the limit here is your imagination, but here are some of my ideas.
‫You can have a trigger that measures weight.
‫It could add up the mass of the things on it and only allow allow something to open.
‫If there's enough mass on there, you could have movers that rotate instead of moving so that you can
‫have a rotating door instead of a lifting door.
‫You could have movers that act as bridges between zones where you can't get across unless a mover has
‫lifted up and allows you to cross.
‫Now, obviously the limit is your imagination and I'm really keen to see what you come up with.
‫So if you make a modification to your level, to your project, then please, please, please share
‫in the discussions.
‫I love seeing the stuff you come up with.
‫Great stuff and we'll see you in the next section.