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This article discusses the methods used to prevent target intersection and includes a section on testing procedures created using Unreal Engine's Automation System.
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Discover how the classes and conventions introduced in Part 1 work together, as key functions and their roles are outlined throughout the target lifecycle.
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Why is the Gameplay Ability System used in BeatShot? This article explains the role of GAS and provides a walkthrough of a common ability.
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Learn about the classes, state management systems, and some of the conventions used to create a target spawning system in an aim-training game.