Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

13. Enemy Artificial Intelligence

Overview

This chapter begins with a brief recap of how the enemy AI will behave for the SuperSideScroller game. From there, you will learn about Controllers in the context of Unreal Engine 4 and learn how to create an AI Controller. Then, you will learn more about AI navigation in Unreal Engine 4 by adding a Nav Mesh to the main level of the game.

By the end of this chapter, you will be able to create a navigable space where the enemy can move. You will also be able to create an enemy AI pawn and navigate it across locations using Blackboard and behavior trees. Lastly, you will know how to create and implement a player projectile class and add visual elements to it.