UEC++ From Basics to Advanced | M33-012: Tower Defense C++ Walkthrough

The final lesson examines the Tower Defense C++ template, focusing on its Build.cs dependencies — EnhancedInput, AIModule, Niagara, and NiagaraSubSystems — and the PlayerController implementation. The C++ PlayerController declares NiagaraSystem and InputMappingContext properties exposed to Blueprint, sets mouse cursor properties in the constructor, and performs input binding in BeginPlay. The click input action triggers four events: Started (activates movement and increments follow time), Ongoing (continuously raycasts from mouse to floor, updates target location, and applies movement input toward the target), Canceled, and Completed (checks follow duration — if under the threshold, calls SimpleMoveToLocation via the AI Blueprint Helper Library, spawns a Niagara indicator at the destination, and resets the timer). The Character class is minimal, consisting only of a camera boom and camera setup. The instructor notes that while the C++ code is under 200 lines, it demonstrates important patterns: hardcoding class references is discouraged in favor of Blueprint configuration, and the AI Module's navigation functions are essential for RTS-style movement. This concludes Module 33's coverage of the three basic case templates.