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

AI for a Melee Attacker


We can use a Behavior Tree to construct an NPC with melee attack behavior. The Melee Attacker will have the following behavior:

  1. Search for the best opponent to attack every 10 seconds. The best opponent to attack is going to be the closest opponent within a SearchRadius. We will achieve this using a Service. Chalk the opponent we are attacking into the Melee Attacker's Behavior Tree Blackboard.

  2. Move towards the opponent we are attacking (indicated by the Blackboard).

  3. If we are within AttackRadius units of the opponent, damage the opponent we are attacking every AttackCooldown seconds.

Tip

This is just one way to attack an opponent using a BehaviorTree. You will find you can also attack inside an attack animation for the Melee Attacker, in which case you could just indicate to Play Animation when within AttackRadius of the opponent.

Getting ready

Have a Blueprint of a Melee Attacker Character ready. I called mine BP_Melee. Prepare the BP_Melee Character's AI Controller to...