Any questions about our ammo implementation? We used the word “ammo” a lot in this one!
Rick, I have a doubt out of the box from the question, is UE4 and Unity similar?
Here’s a video of Sam and Rick talking about the main differences between Unreal and Unity and which one you should pick depending on your goals and needs.
Thanks buddy! A Big Felicitations to you! 
Rick you use this in the Video
private AmmoSlot GetAmmoSlot(AmmoType ammoType)
{
foreach (AmmoSlot slot in ammoSlots)
{
if (slot._ammoType == ammoType)
{
return slot;
}
}
return null;
}
but I thought the pourpose of the enum was so we could do something like this
private AmmoSlot GetAmmoSlot(AmmoType ammoType)
{
return ammoSlots[((int)ammoType)];
}
at the moment there is no guarantee, that the first entry of the ammoSlots array is actually the AmmoType which has the enum-value of zero.
To do that one would have to use a dictionary-like datatype instead of just a simple plain array, that would have “AmmoType” instead of just a numerical index.
For just a handful of different ammo types this is not much of an issue.
Things were different if instead of just ammo this would be an inventory system where you could have dozens or hundreds of different items in an inventory slot and would have to check all your inventory and hunt down if you already allocated a slot for a particular item type.