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

Connecting a Behavior Tree to a Character


A BehaviorTree chooses a behavior to be exhibited by an AI-controlled unit at any given moment in time. Behavior Trees are relatively simple to construct, but there is a lot of setting up to do to get one running. You also have to be familiar with the components available for constructing your Behavior Tree to do so effectively.

A Behavior Tree is extremely useful for defining NPC behavior that is more varied than simply moving towards an opponent (as shown in the previous recipe with AIMoveTo).

Getting ready

The process of setting up a Behavior Tree to control a character is fairly complicated. The first thing we need is a Blueprint of a Character class derivative to control. We then need to create a custom AI Controller object that will run our Behavior Tree to control our Melee attacker character. The AIController class inside our Blueprint will run our Behavior Tree.

The Behavior Tree itself contains a very important data structure called a Blackboard...