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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

Integrating the AI Character


Now with all of this in place we can finally create the boss AI character! The first thing you will need to do is import the mesh that the boss will be using. Import the provided BossMesh.fbx by right-clicking in your content browser and selecting Import To /Game…. Navigate to the BossMesh.fbx that was provided with the resources for this book. Once selected to import, ensure you check Import as Skeletal as we desire the imported mesh to be used for a character. The other import settings appear as follows:

With the mesh imported we can now create a new blueprint class that inherits from ABMBossCharacter. Do this now and call it FPBossCharacter. We need to set some of the asset associations in the character and adjust some settings before it is good to go. Start by opening the new blueprint, selecting the FPBossCharacter(self) Component, and address the Details panel.

To ensure that this character is always possessed by our BMAIController, we need to adjust some...

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