So far we have conquered the basics of UE. We have learnt how to navigate and utilize the engine's extensive editor set. We have used Blueprint to create a platforming mini-game complete with particle effects, sound, and hilarious ragdoll effects. We have thrown down with C++, making an endless runner purely implemented with our own custom C++ objects, while utilizing destructible meshes and the UE4 plugin system. Now it is time to step it up a notch and embark on our journey with Unreal's AI and Rendering systems. These systems personify the harmony between the UE4 editors and a user-created C++ backend. We will be leveraging the knowledge gained in previous chapters to fully utilize this very powerful system so we may create our third game project, Boss Mode!
During this chapter we are going to be establishing the core functionality and creating the base objects for Boss Mode. We will be creating an AI-controlled character that will represent...