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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Expanded AI


Ok, now it is time to retrofit the AI on our boss so that we update the behavior. We need the boss to exist in three states. The first will be the state we have already created for it, idle and tracking. The next will have the boss stop tracking the player and begin to act like a turret, looking at the FPCharacter the whole time while firing a salvo of tracking projectiles. The last state will have the boss randomly path around the player within the NavMesh area, also while firing projectiles.

To do this we are going to have to do the following:

  • Add Health to BMBossCharacter and explore UE4's damage system so the player projectiles do damage to the boss

  • Add an EBossState enum so that we may gauge what AI state the boss is in based on its current hit points

  • Modify the ABMAIController to include functionality for looking at the player and firing missiles at the player

  • Update the BossBT to support the three behaviors mentioned previously

Damage in UE4

Let's start by explaining the health...

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