In this chapter, we have gone from having potentially no engine, zero source code, and no projects to having a local build of the UE4 engine and an FPS project of our own, and added code and overriding functions to add new gameplay to it. This is a great start, and gets us past many of the hurdles in making games and gives us a great foundation to build upon in subsequent chapters.
Next, we'll be looking much more in-depth at controls and improvements we can make on the basics that we mentioned in this chapter. We will also learn how to add some more game features, including inventory and weapon pickups. After that, there will be a much more in-depth discussion of blueprints and what they do for us, why they are so valuable, and when they can be a problem. Rounding out our initial efforts in this section, we will look at the UI, loading and saving, and adding an AI creature, before we quickly accelerate into several more advanced and varied topics in the following chapters!