Whether you like to have reusability in mind, or just not want to hard-code any back-and-forth communication between classes, Event Dispatchers are quite useful
Verify node connectivity at BP compile-time, or run various other functors for each node of a blueprint function, macro, etc.
Useful macros to combine with UE_LOG. Automatically attach what function is invoking your log/onscreen debug message.
Instantly grasp from where which common property can be found, such as Player Controller, Pawn, Player State, etc.
Which came first, the chicken or the egg?
Take full advantage of TArray’s, TSet’s, (etc) optional template argument(s) specifying how allocation occurs.
High level overview of the Gameplay Ability System