Summary
With the enemy set up with the C++ class, Blueprint, and Material, you are ready to move on to the next chapter, where you will create the AI for this enemy by taking advantage of systems such as Behavior Trees in Unreal Engine 4.
From the exercises and activities of this chapter, you learned how to create an Animation Montage
that allows the playing of animations. You also learned how to set up an Anim Slot within this montage to categorize it for the player character's upper body.
Next, you learned how to cache the output pose of a state machine by using the Use Cached Pose
node so that this pose can be referenced in multiple instances for more complex Animation Blueprints. Then, by learning about the Layered blend per bone
function, you were able to blend the base movement pose with the additive layer of the Throw
animation by using the Anim Slot.
Lastly, you put together the base of the enemy by creating the C++ class, Blueprint, and other assets so that they...