Book Image

Blueprints Visual Scripting for Unreal Engine

By : Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine

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 (15 chapters)
Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating navigation behavior


The first goal for our enemy will be to get it to navigate between points we create on the map. To accomplish this, we'll need to create points on the map that the enemy will be navigating to, and then we need to set up the behavior that will cause the enemy to move to each of the points in a cycle.

Setting up patrol points

Let's start by creating the path we want the AI to patrol. While still being in the level editor, look at the Modes panel. With the Place tab selected, click on All Classes and drag a Target Point object onto the area of the map that you would like for the enemy to start the patrol. Now look at the World Outliner panel and click on the folder icon with a plus symbol that sits to the right of the search bar. Click on this to create a new folder called PatrolPoints. This folder will contain all of the points we create so that we can keep the main list tidy. Drag the TargetPoint object in the outliner into this new folder and rename the object...