Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Building the C++ logic


You are probably guessing that we are going to create an enemy class that will hold the logic for our enemy. As I mentioned earlier, I'll not be inheriting several AI classes from each other, as I will have only one enemy. But, in fact, we are going to create two new classes for the project based on the base class of each. The new classes will be as follows:

  • Enemy: This class will be based on the ACharacter class, which means that it will have a lot of properties, such as our gladiator, as Gladiator as well is inherited from Character.

  • EnemyAIController: This one will be based on AAIController. While the ACharacter-based class takes its movement through inputs, the AAIController-based class takes its movement through the environment, the navigation mesh, for example.

Now, after adding both the classes and before we start doing anything within Visual Studio, you will find yourself able to differentiate between them via their icons. This is how both look in my project...