Summary
We learned a lot in this chapter about using and creating Kismet in our game.
Specifically, we covered the following:
How to use existing Kismet
How to create our own Kismet actions and use them to interact with other UnrealScript classes
How to create and use conditions to control the flow of Kismet
How to create and trigger Kismet events
How to use latent Kismet actions to delay activation of outputs
Now that we've learned about Kismet, we're ready to start playing our game on a server, which can run on our own computer!