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 enemy wandering behavior


Previously, we set the default behavior for enemies as a patrolling movement between two points. While this worked well as a test bed for our hearing and seeing components, and would be appropriate for a stealth-oriented game, we are going to ramp up the challenge and action of this game's experience by replacing this behavior with random wandering. This will make avoiding enemies significantly harder, encouraging more direct confrontations. To do this, we are going to return to the EnemyBehavior Behavior Tree. Open EnemyBehavior from the Enemy folder in the Content Browser.

Identifying a wander point with a custom task

Once you've opened EnemyBehavior, click on the Blackboard tab. We need to create a key that will store the location of the next destination that the enemy should wander to. Unlike the PatrolPoint key, our destination won't be represented by an in-game actor, but rather by vector coordinates. Create a new key in the Blackboard panel now, and...