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 an enemy attack


If the enemies we create are going to pose a real obstacle that stand in the way of the player achieving the goals we create for them, we will first need to give the enemies the ability to damage the player. In the previous chapter, we set up the basic structure of an enemy attack pattern. It is triggered when the player enters the enemy's line of sight. We are now going to introduce a damage component to this attack, ensuring that there is some consequence of the enemy reaching melee range of the player.

Making an attack task

To create an attack task that does damage, we will be extending the Attack Player sequence we created in the enemy Behavior Tree. Open EnemyBehavior from Content Browser now. From the Behavior Tree view, click on the New Task button and select the BTTask_BlueprintBase option from the drop-down menu that appears. As we did with the custom task to reset key values in the previous chapter, we will want to navigate to the Enemy folder in Content...