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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Creating the EnemyCharacter C++ class

In our Dodgeball game, the EnemyCharacter class will constantly be looking at the player character, if they're within view. This is the same class that will later throw dodgeballs at the player; however, we'll leave that to the next chapter. In this chapter, we will be focusing on the logic that allows our enemy character to look at the player.

So, let's get started:

  1. Right-click the Content Browser inside the editor and select New C++ Class.
  2. Choose the Character class as the parent class.
  3. Name the new class EnemyCharacter.

After you've created the class and opened its files in Visual Studio, let's add the LookAtActor function declaration in its header file. This function should be public, not return anything and only receive the AActor* TargetActor parameter, which will be the actor it should be facing. Have a look at the following code snippet, which shows this function:

// Change the...
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