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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Creating the blueprint


As we discussed earlier in Chapter 2, Setting Up Your Warrior, when we finish creating the C++ code, it is not usable until we build a blueprint based on it. That's in the majority of cases, and it's the case here.

In order to put an instance of the Enemy class into the level, we have to have a blueprint based on it first, in the same way you used to create blueprints. But this time, the base class will be Enemy, as this is the main class we want to use for it.

But as you remember, we will always need to change default values. Despite this, you can set almost all the values within the constructor of the class, but still some values will be faster to set within the editor itself.

I've changed some settings, such as the animation blueprint value I've set to use the Bear_animationBlueprint that I've created especially for the bear enemy.

Because the blueprint we are finishing here is for an AI, there are even more values we have to set. For example, my Enemy and AIController...

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