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

Summary


In this chapter, we began the process of changing our simple, moving targets into fleshed out game enemies that can challenge the player. In the process, you learned the fundamentals about how AI Controllers, Behavior Trees, and Blackboards can be leveraged together to create an enemy with the ability to sense the world around them and make decisions based on that information.

As we continue the process of developing our AI to pose a serious challenge to the player, you can use the skills you have learned to consider other kinds of behaviors you might be able to provide to an enemy. Continued exploration of AI mechanics will see you continually coming back to the core loop of sensing, decision making, and acting that we began implementing here.

In the next chapter, we'll be extending our AI behavior to create an enemy that can truly challenge the player. We will add the ability for the enemy to listen for the player and investigate a sound as well as give the enemy an attack ability...