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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

Creating a custom decorator using blueprint


We should add one more decorator to the parent selector node before we continue. Even though there is an acceptance radius that we specified on the AIMoveTo node within the BMMoveTo task, we should add a decorator that will only call this event if the AI is outside a certain range to the player. Unfortunately, this check does not already exist so we have to again create our own. We can do this by clicking the New Decorator button in the BT editor. This will generate a blueprint decorator and open the blueprint editor. Be sure to rename this decorator to BMCloseEnough.

The editor for tasks, services, and decorators is all the same. However, this time we are going to be overriding a different function. This time we need to override PerformConditionCheck. Unlike EventReceiveExecute, this function has a return type. As all decorators need to report success or failure, this function returns a boolean that represents just that.

The purpose of this decorator...

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