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Part of a series focusing on how to program games in Unreal Unreal. Developed for my Game Programming class, these videos serve to provide a basic understanding of working within the Unreal Engine in order to introduce more advanced techniques later on. In this project step, students set up the full camera system and pawn possession logic for their C++-based PlayerBall. They begin by correcting a variable naming issue and learn why using Visual Studio’s built-in rename tool prevents errors throughout the codebase. Students then create a Spring Arm (camera boom) and Follow Camera entirely in C++, using UPROPERTY specifiers, forward declarations, and CreateDefaultSubobject to properly initialize components. They adjust the boom length, fix attachment hierarchy mistakes, and perform a full recompile to sync recent structural changes. Finally, students configure the Game Mode override so the correct pawn is spawned, enable Simulate Physics on the sphere collision, and verify the PlayerBall falls, rolls, and can be possessed by the player. Starter Project Link: https://github.com/ChicagoTechAcademy... Link to my Unreal Wiki: https://www.notion.so/29c05117278880e... Link to Assets: https://drive.google.com/drive/folder...