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

AI Controller

Let's discuss what the main difference is between a Player Controller and an AI Controller. Both of these actors derive from the base Controller class, and a Controller is used to take control of a Pawn or Character in order to control the actions of said pawn or character.

While a Player Controller relies on the input of an actual player, an AI Controller applies AI to the characters they possess and responds to the environment based on the rules set forth by the AI. By doing so, the AI can make intelligent decisions in response to the player and other external factors, without the actual player explicitly telling it to do so. Multiple instances of the same AI pawn can share the same AI Controller, and the same AI Controller can be used across different AI pawn classes. AI, like all actors inside Unreal Engine 4, are spawned through the UWorld class.

Note

You will be learning more about the UWorld class in Chapter 14, Spawning the Player Projectile, but...