Understanding Quaternions is a demo designed for indie developers who have used quaternions in their game dev projects, but were not really certain how exactly they worked as a mathematical object.
Instead of developers simply abstracting out the inner workings of quaternion rotation, this demo teaches a surface level understanding of how they actually work.
Besides the great practice I got with 3D math and Quaternion math, this project was also my first Unreal Engine 4 project that I have ever made public. I had a great time becoming familiar with UE4s. It was super efficient to program complicated systems, such as the UI manager, and being able to simply call public function from them in Blueprints, to script the different scenes in this demo.
Above, you can see the main camera controller that I made, using a combination of Blueprint logic, and called public functions written in C++ to access other managers, such as the UI manager.