TIL

1.2026-02-23(월)

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2.2026-02-24(화)

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3.2026-02-25(수)

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4.2026-02-26(목)

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5.2026-02-27(금)

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6.2026-02-28(토)

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7.2026-03-01(일)

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8.2026-03-03(화)

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9.2026-03-04(수)

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10.2026-03-05(목)

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11.2026-03-06(금)

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12.2026-03-07(토)

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13.2026-03-08(일)

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14.2026-03-09(월)

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15.2026-03-10(화)

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16.2026-03-11(수) vector알고리즘

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17.2026-03-12(목) sort, compare, unique, erase

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18.2026-03-13(금) std::pair, map, stable_sort

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19.2026-03-16(월) std::map과 Lambda

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20.2026-03-17(화) class, vector, 객체지향설계

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21.2026-03-18(수) git사용법, 언리얼C++

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22.2026-03-19(목) 언리얼 C++ 개념

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23.2026-03-20(금) FVector, FRotator, ForwardVector, 디버깅

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24.2026-03-22(일) std::set, O(logN), std::endl

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25.2026-03-25(수) string::npos, substr, replace, 아호코라식, rand()

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26.2026-03-26(목) vector, enum, 싱글톤

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27.2026-03-27(금) mt19937, 부모/자식 생성자 초기화

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28.2026-03-29(토) map과struct

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29.2026-03-29(일) suffixes, shuffle, std::function

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30.2026-03-30(월) Trouble Shooting

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31.2026-03-31(화) 이진탐색

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32.2026-04-01(수) 결합도, 방어력 계산 시스템 쌍곡선형 데미지 감쇄

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33.2026-04-02(목) erase, Map, operator, std::unordered_set, Template, 동적할당, new T[], delete[], 얕은복사, 깊은복사

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34.2026-04-03(금) std::queue, pair, priority_queue

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35.2026-04-04(토) std::deque

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36.2026-04-05(일) 언리얼C++

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37.2026-04-06(월) 연산좌 우선순위와 복합대입, UObject, 리플렉션 시스템, 컴포넌트, 루트, C++ Mesh, Material 설정, 라이프 사이클, WorldOffset vs LocalOffset

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38.2026-04-07(화) std::distance, DFS, BFS, 인접 리스트, 인접 행렬(2차원 배열),

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39.2026-04-08(수) Cast< T > (Target)

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40.2026-04-09(목) 언리얼C++ 예외처리, 트러블슈팅

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41.2026-04-10(금) UGameplayStatics, NativeConstruct, TransitionWidgetInstance

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42.2026-04-11(토) NativeConstruct()

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43.2026-04-13(월) PublicIncludePaths, UKismetSystemLibrary, if , checkf, IsVaild, ensure

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44.2026-04-14(화) Fstring과 %s, Object Graph, FArchive, FPaths

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45.2026-04-16(목)

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46.2026-04-20(월) TObjecPtr, RootComponent, Relative vs World, ActorComponent, Axis Mappings

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47.2026-04-21(화) CharacterBase, ULocalPlayer, Control Rotation, MakeFromX, View

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48.2026-04-22(수) Animation, NativeUpdateAnimation, Delegate

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49.2026-04-24(금) AnimNotify CollisionOverlap, Hit, Trace, LineTrace, Projectile, TraceChannel

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50.2026-04-27(월)

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51.2026-05-01(금) RootWidget, WidgetSwitcher

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52.2026-05-04(월) NiagaraSystem

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53.2026-05-05(화)

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54.2026-05-06(수)

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55.2026-05-07 SaveGame, Sound Setting

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56.2026-05-09(금) TArray::IsValidIndex()

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57.2026-05-11(월) NativeOnMouse, FReply, FGeometry , CaptureMouse

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58.2026-05-12(화) ForceKeepState, OnCinematicFinished.Clear()

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59.20206-05-13 SaveGame, constexpr, SaveGameToSlot

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60.2026-05-15(금) TMap, FindOrAdd, TPair

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61.2026-05-19(화) DataTable, 동적생성 위젯, RandPointInCircle

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62.2026-05-20 LineTarce, LineTraceSingleByChannel, NiagaraSystemActorSpawn, RandPointINCircle

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63.2026-05-22(금) UFUNCTION(Exec), #if !UE_BUILD_SHIPPING, GetCurrentLevelName

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64.2026-05-27(화) GAS, FGameplayAttributeData, ASC, AttributeSet

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65.2026-05-28(목) FInputActionValue, GiveAbility, FGameplayAbilitySpec, TryActivateAbilityByClass, ActivateAbility

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66.2026-05-29(금) TSubclassOf, TWeakObjectptr, CreateWeakLambda

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67.2026-06-01(월) FTransform곱셈, WaitGameplayEvent, GameplayEffect와 Spec, FGameplayEffectModCallbackData, Data.EvaluatedData.attribute

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68.2026-06-02(화) ServerConnection, NetDriver, Dedicated Server, Listen Server, Proxy, HasAuthority(), LocalRole, RemoteRole

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69.2026-06-05(금) std::max_elemnet, Server RPC / Client RPC / NetMulticast RPC, TActorIterator

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70.2026-06-15(월) FilterByPredicate(), PlayerState, bReplicates = true, UPROPERTY(Replicated), GetLifetimeReplicatedProps()

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71.2026-06-16(화) Bandwidth

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72.2026-06-16(수) 예외처리 사용기준 checkf, ensureMsgf, IsValid

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73.2026-06-23 NetConnection, Channel, Network Relevancy

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74.2026-06-29(월) FixedTurn, Lerp, Abs, FindDeltaAngleDegrees, DotProduct

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75.2026-06-30(화) RelativeRotation 트러블 슈팅

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76.2026-07-08(화) APawn 커스텀 이동에서 박스 캐릭터가 플랫폼 모서리에 걸려 멈추는 문제 처리

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77.FVector, 벡터 정규화, 충돌 Normal, 내적 DotProduct, 벽,천장,바닥 판정 Hit.Normal.Z

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78.FHitResult, bBlockingHit, IsValidBlockingHit(), bStartPenetrating, Hit.Time, Location vs ImpactPoint, Normal, ImpactNormal

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79.TIL - Listen Server, Dedicated Server, EOS, Session

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80.TIL - ServerRPC, Implementation, WithValidation, Serialization, Deserialize, SetOwner

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81.TIL - CommonUI, UCommonActivatableWidget, ..WidgetStack, NativeOnActivated(), Seamless Travel

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