Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Enemy


This class is very different, as it is not playing the controller role as the previous one. Here, we will be adding a component in order to build the enemy character itself, static mesh, triggers, and so on.

This is not just the building process for the enemy, but also the main and core functionalities, such as the attacking logic or what happens before and/or after an attack takes place.

Also, we include the attributes of the enemy, such as the attacking range, its health, or even the variables that will be controlling some animations, such as the status of life or dead.

Enemy.h

As usual, we will start with the set of the default header files to be included and then the name of the class and its base:

#pragma once
#include "GameFramework/Character.h"
#include "Enemy.generated.h"

UCLASS()
class BELLZ_APIAEnemy : publicACharacter
{
  GENERATED_BODY()

Then, I managed to create three different components; all of them will be working as triggers. A huge one will be at the middle of the AI that...