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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

EnemyAIController


I want the main job of this class to set the values for the Blackboard asset, adjust the rotation of the enemy, and use the navigation mesh.

EnemyAIController.h

Just like all the other header files, we have to start with the includes. There is nothing fancy to include here, except the header file of the base class:

#include "AIController.h"
#include "EnemyAIController.generated.h"

Also, define the class name, the inheritance, and the constructor. The three of them are made by default while creating the class, and probably, you don't have to change any of them:

UCLASS()
class BELLZ_APIAEnemyAIController : publicAAIController
{
  GENERATED_BODY()
  
public:
  AEnemyAIController();

As we discussed earlier, the Blackboard asset is like a data holder asset and the AIController will be setting its data; it is essential to create a blackboard component in order to use it as a reference for the required blackboard.

In the same way, will be creating a behavior tree component. Later, inside...

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