Summary
In this chapter, we have discussed the game development patterns that are present as premade tools and systems inside Unreal Engine. Namely, the component, update, and behavior tree patterns.
We made a Health
component that will hopefully prove useful in your future projects, along with a simple behavior tree showing each major piece of the system. Armed with this knowledge, you should be able to make a functional AI system for any of your future Unreal projects.
The next chapter will take what we have learned about the update method and explain how we can do better. What is the impact of using Tick
within the engine and how can you measure that impact?