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 behavior tree


The behavior tree is just a bunch of scenarios and calls for various functions. The core function we have already written into the C++ classes, but we will never be able to just directly use them within the behavior tree. That's the reason behind having the other supportive assets, such as the task, blackboard, and service. So, in order to build the BT, we need to prepare the other assets.

  • Blackboard: After you open the blackboard, you'll find it looks empty, and as it is a data holder asset, we will need to add some data that matches the data we wrote about within the AIController class. You can simply add data using the New Key button in the top-left corner of the blackboard editor.

    Now, you can keep adding the keys (variables) and changing their names and types in order to fit the C++ code we have already done. Personally, I ended up with these three, and while we need only two, I made one more just while trying to expand my AI functionalities.

    Now, the last thing...