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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals FREE CHAPTER
2. Exploring the Blueprint Editor 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Making the AI chase the player

Now that we have a patrol behavior established, we should make the enemy pose some threat to the player. To do so, we will give the enemy the ability to see the player and pursue them.

Giving the enemy sight with Pawn Sensing

To grant the enemy the ability to detect the player, we need to add a PawnSensing Component to EnemyController. To do this, open the EnemyController Blueprint and click on the Add Component button in the Components panel. Search for and add the PawnSensing Component. This Component gives us the ability to add a few additional event triggers to the EnemyController Event Graph. The one we are interested in now is called On See Pawn (PawnSensing), as shown here:

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