Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi
Book Image

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By: Gonçalo Marques, Devin Sherry, David Pereira, Hammad Fozi

Overview of this book

Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Table of Contents (21 chapters)

Summary

In this chapter, you learned how to use the different aspects of the AI tools offered by UE5, including Blackboards, Behavior Trees, and AI Controllers. By using a combination of both custom-created tasks and default tasks provided by UE5, as well as a decorator, you were able to have the enemy AI navigate within the bounds of the Nav Mesh you added to your level.

On top of this, you created a new Blueprint actor that allows you to add patrol points with the use of a Vector array variable. Then, you added a new function to this actor that selects one of these points at random, converts its location from local space into world space, and then returns this new value for use by the enemy character.

With the ability to randomly select a patrol point, you updated the custom BTTask_FindLocation task to find and move to the selected patrol point, allowing the enemy to move from each patrol point at random. This brought the enemy AI character to a whole new level of interaction...