Book Image

Learning Unreal Engine Android Game Development

By : Nitish Misra
Book Image

Learning Unreal Engine Android Game Development

By: Nitish Misra

Overview of this book

<p>Have you ever wanted to create games that will get users hooked to their phones? Unreal Engine 4, with all its tools and power, will help make your dreams come true! Designed to get you working with Unreal Engine 4 from the very first page, this book will quickly guide you through the basics in the first two chapters. Once you get the hang of things, we will start developing our game—Bloques!</p> <p>Bloques is a puzzle game with four rooms. Each room will be more challenging than the previous, and as you develop, you will graduate from movement and character control to AI and spawning. Once you've created the game, you will learn how to port and publish your game to the Google Play Store.</p> <p>In addition to building an Android game from start to finish, you will also discover how to generate revenue, and how to optimize game performance using the tools and functionalities the engine provides. With this book, you will be inspired to come up with your own great ideas for your future game development projects.</p>
Table of Contents (15 chapters)
Learning Unreal Engine Android Game Development
About the Author
About the Reviewers

Scripting basic AI

Coming back to the third room, we are now going to implement AI in our game. We have an AI character in the third room which, when activated, moves. The main objective is to make a path for it with the help of switches and prevent it from falling. When the AI character reaches its destination, it will unlock the key cube, which the player can then pick up and place on the pedestal. We first need to create another Blueprint class of the type Character, and name it AI_Character. When created, double-click on it to open it. You will see a few components already set up in the Viewport. These are the CapsuleComponent (which is mainly used for collision), ArrowComponent (to specify which side is the front of the character, and which side is the back), Mesh (used for character animation), and CharacterMovement. All four are there by default, and cannot be removed. The only thing we need to do here is add a StaticMesh for our character, which will be TemplateCube_Rounded.