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Code Walkthrough

This section explains the current Andromeda vertical-slice C++ code.

Read it in order the first time. The order follows the runtime path:

project starts
-> input is configured
-> player looks at interactables
-> player picks up salvage
-> player places salvage on stations
-> scanner reveals evidence
-> tagging bench packages the item
-> warehouse zones finalize the outcome
-> widgets show information and results

The recurring model is:

C++ class        = schema + behavior
Blueprint class  = configured subclass asset
Level instance   = placed object with instance overrides
Data Asset       = authored gameplay data
Widget Blueprint = UI layout asset

The walkthrough is intentionally explanatory. It is written for a developer who understands software architecture and object-oriented programming, but is still rebuilding modern C++ and Unreal Engine mental models.