Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Following behavior


The most basic AI-controlled follow behavior is available as a simple function node. All you have to do is perform the steps that follow to get one AI-controlled unit to follow a unit or object.

Getting ready

Have a UE4 project ready with a simple landscape or set of geometry on the ground— ideally, with a cul-de-sac somewhere in the geometry for testing out AI movement functions. Create a Nav Mesh over this geometry so that the AIMoveTo function will work as described in the previous recipe.

How to do it…

  1. Create a Nav Mesh for your level's geometry as described in the preceding recipe, Laying down a Navigation Mesh.

  2. Create a Blueprint class deriving from Character by finding the Character class in the Class Viewer, right-clicking on it, and selecting Create Blueprint Class…

  3. Name your Blueprint class BP_Follower.

  4. Double-click on the BP_Follower class to edit its Blueprint.

  5. In the Tick event, add an AIMoveTo node, which moves towards the player pawn (or any other unit) as follows...