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

Behavior Trees and Blackboards

Behavior trees and Blackboards work together to allow our AI to follow different logical paths and make decisions based on a variety of conditions and variables.

A behavior tree (BT) is a visual scripting tool that allows you to tell a pawn what to do based on certain factors and parameters. For example, a BT can tell an AI to move to a certain location based on whether the AI can see the player.

To give an example of how BTs and Blackboards are used in games, let's look at the game Gears of War 5, which was developed with Unreal Engine 4. The AI in Gears of War 5, and throughout the Gears of War series, always try to flank the player, or force the player out of cover. In order to do this, a key component of the AI logic is to know who the player is, and where the player is. A reference variable to the player, and a location vector to store the location of the player, exist in the Blackboard. The logic that determines how these variables are...