Index
A
- actor / Adding objects to our level
- AI Controller
- ammo
- tracking / Tracking the ammo and eliminated targets
- counter, reducing / Reducing the ammo counter
- anchors / Customizing the meter's appearance
B
- Behavior Tree
- about / Setting the stage for intelligence with AI assets
- conditions, adding / Adding conditions to the Behavior Tree
- hearing, adding / Adding hearing to the Behavior Tree
- wandering, adding / Adding wandering to the Behavior Tree
- binding
- creating / Creating bindings for health and stamina
- Blackboard
- Blueprint
- extending, for adding running functionality / Adding the running functionality by extending a Blueprint
- character movement, breaking down / Breaking down the Blueprint character movement
- control inputs, customizing / Customizing control inputs
- sprint ability, adding / Adding a sprint ability
- Blueprints
- creating / Creating our first Blueprint
- Event Graph panel, exploring / Exploring the Event Graph panel
- hit detection event, creating / Detecting a hit
- material, swapping / Swapping a material
- improving / Improving the Blueprint
- build
- about / Optimizing your graphics settings
- game, packaging into / Packaging the game into a build
C
- canvas / Customizing the meter's appearance
- chasing behavior
- creating / Creating chasing behavior
- collectable objects
- creating / Creating collectable objects
- collection logic
- setting up / Setting up collection logic
- compiling / Swapping a material
- custom event
- about / Draining stamina while sprinting
D
- decorator node / Adding conditions to the Behavior Tree
- delta time
- used, for obtaining relative speed / Getting relative speed using delta time
- direction
- changing / Changing direction
- moving targets, testing / Testing moving targets
E
- eliminated targets
- tracking / Tracking the ammo and eliminated targets
- counter, increasing / Increasing the targets eliminated counter
- emitter / Triggering sound effects, explosions, and destruction
- enemies
- sound investigation technique, creating / Making enemies hear and investigate sounds
- hearing, adding to Behavior Tree / Adding hearing to the Behavior Tree
- investigating tasks, seeding / Setting up the investigating tasks
- noise event data, interpreting / Interpreting and storing the noise event data
- noise event data, storing / Interpreting and storing the noise event data
- noise, adding to players action / Adding noise to the player's actions
- making, destructible / Making the enemies destructible
- Blueprint content, reusing / Saving time by reusing existing Blueprint content
- time, saving / Saving time by reusing existing Blueprint content
- multiple enemies, spawning / Spawning more enemies during gameplay
- spawning, in Level Blueprint / Spawning new enemies in the Level Blueprint
- wandering behavior, creating / Creating enemy wandering behavior
- wander point, identifying with custom task / Identifying a wander point with a custom task
- wandering, adding to Behavior Tree / Adding wandering to the Behavior Tree
- enemy
- sight, granting with Pawn Sensing / Giving the enemy sight with Pawn Sensing
- conditions, adding to Behavior Tree / Adding conditions to the Behavior Tree
- chasing behavior, creating / Creating chasing behavior
- enemy actor
- setting up, for navigation / Setting up the enemy actor to navigate
- marketplace, importing from / Importing from the marketplace
- play area, expanding / Expanding the play area
- Nav Mesh, used for making level traversable / Making the level traversable with a NavMesh
- stage for intelligence, setting with AI assets / Setting the stage for intelligence with AI assets
- enemy melee attack
- creating / Creating an enemy attack
- task, creating / Making an attack task
- health meter / Updating the health meter
- Environment Query System (EQS) / Giving the enemy sight with Pawn Sensing
- event / Exploring the Event Graph panel
- execution pin / Detecting a hit
F
- field of view (FOV) / Animating a zoom view
- further learning
G
- game
- pausing / Pausing the game and resetting the save file
- pause menu, creating / Creating a pause menu
- pause menu, triggering / Triggering the pause menu
- setting up / Setting up our game to be played by others
- packaging, into build / Packaging the game into a build
- gameplay win condition, setting
- about / Setting a gameplay win condition
- target goal, displaying in HUD / Displaying a target goal in the HUD
- WinMenu, creating / Creating a win menu screen
- menu, displaying / Displaying the menu
- win, triggering / Triggering a win
- graphics settings
- optimizing / Optimizing your graphics settings
- grid / Material properties and Blueprint nodes
H
- HUD
- about / Creating simple UI meters with UMG
- displaying / Displaying the HUD
I
- input pins / Material properties and Blueprint nodes
L
- lose screen
- setting up / Setting up a lose screen
M
- materials
- exploring / Exploring materials
- about / Exploring materials
- creating / Creating materials
- Blueprint Nodes / Material properties and Blueprint nodes
- Material Properties / Material properties and Blueprint nodes
- substance, adding / Adding substance to our material
- Matinee / Using a timeline to smooth transitions
- mesh / Exploring materials
- movement
- adding, to target / Adding movement
- actor mobility, changing / Changing actor mobility and collision
- collision, changing / Changing actor mobility and collision
- adding, to object / Breaking down our goal
- data, storing with variables / Storing data with variables
- direction, readying for calculations / Readying direction for calculations
- relative speed, obtaining with delta time / Getting relative speed using delta time
- existing location, translating / Translating the existing location
- location, updating / Updating location
N
- navigation behavior
- creating / Creating navigation behavior
- patrol points, setting up / Setting up patrol points
- communication between assets, enabling / Enabling communication between assets
- Behavior Tree, using / Teaching our AI to walk with the Behavior Tree
- Nav Mesh
- used, for making level traversable / Making the level traversable with a NavMesh
- node / Material properties and Blueprint nodes
- noise event data
- storing / Interpreting and storing the noise event data
- interpreting / Interpreting and storing the noise event data
- normalizing / Readying direction for calculations
O
- objects
- adding, to level / Adding objects to our level
- Oculus Rift
P
- packaging
- pause menu
- creating / Creating a pause menu
- triggering / Triggering the pause menu
- Pawn Sensing
- used, for granting enemy sight / Giving the enemy sight with Pawn Sensing
- player
- chasing, with AI / Making the AI chase the player
- player actions, constraining
- about / Constraining player actions
- stamina, draining while sprinting / Draining stamina while sprinting
- looping timers, used for repeating actions / Using looping timers to repeat actions
- actions, blocking with branch / Blocking actions with branches
- stamina, regenerating / Regenerating stamina
- firing actions, preventing / Preventing firing actions when out of ammo
- player death / Making danger real with player death
- project
- first level, creating / Creating a project and the first level
- creating / Creating a project and the first level, Creating the project
- template, setting / Setting a template for a new project
- settings, adjusting / Making sense of the project settings
R
- round-based scaling
- creating, with Save Games / Creating round-based scaling with saved games
- game information, storing with SaveGame object / Storing game information using a SaveGame object
- saved data, storing / Storing and loading the saved data when starting the game
- saved data, loading / Storing and loading the saved data when starting the game
- enemy target goal, increasing / Increasing the enemy target goal
- transition screen, creating / Create a transition screen to be shown between rounds
- new round, transitioning to / Transitioning to a new round when the current round is won
- running functionality
- adding, by extending Blueprint / Adding the running functionality by extending a Blueprint
S
- save file
- Selector / Teaching our AI to walk with the Behavior Tree
- Sequence / Teaching our AI to walk with the Behavior Tree
- sound and particle effects
- adding / Adding sound and particle effects
- targets state, checking with branch node / Giving our targets state with branches
- sound effects, triggering / Triggering sound effects, explosions, and destruction
- destruction, triggering / Triggering sound effects, explosions, and destruction
- explosions, triggering / Triggering sound effects, explosions, and destruction
- spawn limits
- managing, with variables / Managing spawn rates and limits with variables
- spawn point
- of enemy appearance, selecting / Choosing a spawn point where enemies will appear
- spawn rates
- managing, with variables / Managing spawn rates and limits with variables
- static / Changing actor mobility and collision
T
- target point
- about / Setting up patrol points
- task nodes / Teaching our AI to walk with the Behavior Tree
- timeline / Using a timeline to smooth transitions
- transform / Translating the existing location
U
- UI meters
- creating, with UMG / Creating simple UI meters with UMG
- shapes, drawing with widget Blueprints / Drawing shapes with widget Blueprints
- appearance, customizing / Customizing the meter's appearance
- ammo, creating / Creating ammo and enemy counters
- enemy counters, creating / Creating ammo and enemy counters
- HUD, displaying / Displaying the HUD
- UI values
- connecting, to player variables / Connecting UI values to player variables
- bindings for health, creating / Creating bindings for health and stamina
- bindings for stamina, creating / Creating bindings for health and stamina
- text bindings, creating / Making text bindings
- UMG
- used, for creating simple UI meters / Creating simple UI meters with UMG
- used, for creating simple UI / Creating simple UI meters with UMG
- Unreal Engine 4
- Unreal Engine answers page
- Unreal Engine development
V
- vector / Storing data with variables
- viewport / Adding objects to our level
W
- widget Blueprints
- used, for drawing shapes / Drawing shapes with widget Blueprints
- wire / Material properties and Blueprint nodes
Z
- zoom view
- animating / Animating a zoom view
- timeline, used, for transition smoothing / Using a timeline to smooth transitions
- projectile speed's, increasing / Increasing the projectile's speed