This chapter presented some math concepts and showed you how to use world and relative transforms. We saw how several Blueprint nodes are used to modify an element of a transform, such as Location, Rotation, and Scale.
This chapter has shown that a vector structure can be used to represent a point in 3D space or a mathematical vector. We learned how to do several vector operations using Blueprint nodes.
Finally, we saw how to test collisions using the trace nodes. There are many trace nodes, which are based on the type of collision response, the shapes used, and whether the trace nodes return single or multiple hits.
In the next chapter, we will learn several tips for dealing with the complexity of Blueprints and increasing the quality of Blueprints.