Both are really great and enthusiastic teachers however I’m more worried about the “Spaghetti practice” going on with this section. Blueprints and C++ should not be mixed without a good reason. Now we start with C++ templates and most of the stuff is made in Blueprints. It gets confusing to find something even in a small project.
My suggestion would be to finish Testing Grounds in one of two ways:
- Make it really fancy only in Blueprints with explosions, power-ups, using cover etc.
- Less complicated but 90% in C++ code.
Either way it would be really awesome.
Overall I don’t get the complaints about game choices for tutorials. One is about building a Pawn from static meshes and using physics (Battle Tank), while the second one (Training Grounds) focuses on characters with skeleton meshes. Regarding variety it’s perfect (IMHO). Multiple small games would not cover the cool mechanics available in UE4.