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  • Book Overview & Buying Blueprints Visual Scripting for Unreal engine
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Blueprints Visual Scripting for Unreal engine

Blueprints Visual Scripting for Unreal engine

By : Brenden Sewell
4.1 (28)
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Blueprints Visual Scripting for Unreal engine

Blueprints Visual Scripting for Unreal engine

4.1 (28)
By: Brenden Sewell

Overview of this book

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres. By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players. From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.
Table of Contents (10 chapters)
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9
Index

Chapter 5. Making Moving Enemies with AI

In this chapter, we'll be adding additional challenge to our gameplay by making enemies that pose a threat to the player. To do so, we'll leave behind our target cylinders in favor of enemies that have AI behavior. We want to set up enemies that have the potential to pose a threat to the player and are capable of analyzing the world around them in order to make decisions. To accomplish this, you are going to learn about Unreal Engine 4's built-in tools for handling AI behavior and how those tools interact with our Blueprint scripting. In this process, we will accomplish the following goals:

  • Constructing an AI that is capable of decision-making using a Behavior Tree, a Blackboard, and an AI Controller
  • Creating a patrol path in the level that the AI will follow using a NavMesh
  • Modifying the AI to pursue the player character when they see the player
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Blueprints Visual Scripting for Unreal engine
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