Summary
We learned a lot in this chapter about the UDK's classes and how we can use them to customize our own game.
Specifically, we covered:
Breaking down a game's design document into programming tasks
When and where to create custom classes for our game
Class modifiers and what each of them does
How to change the functionality of the UDK's classes by using our own subclasses
The most common UDK classes and what they do
Now that we've learned about creating classes, it's time to start learning more about functions. We've been using them a lot so far, but what are they and how do they work exactly? In the next chapter, we'll take a closer look at what we can do with them.