IMHO, there are 2 wrong approaches to this:
- I need to know all this irrelevant to my goal academic complex math which will slow me down and distract from actual goals
- I don’t need to know this math stuff to make games and can hack around without understanding of math I’m constantly using to achieve my goal.
Just be smart and learn parts of math that are required for gamedev tasks. Actually, @ambershee mentioned all relevant stuff you’re probably going to use.
Search “Vector math/Trigonometry/etc for game development” and you will find relevant pieces of information. Sometimes you might find that provided “gamedev” piece is not enough, but it’s easy to dig more details on particular math aspect when you know limits and won’t dig to deep.
As an example, I found this series of gamedev trigonometry articles here there and used this as a map - which trig. concepts I might want to use in game, then I found their implementations in FMath/BP math and nowadays if I want more details I just look up this trig. concept in more advanced books and expand it on my own using only “useful” math.