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Blueprints Visual Scripting for Unreal Engine 5

You're reading from   Blueprints Visual Scripting for Unreal Engine 5 Unleash the true power of Blueprints to create impressive games and applications in UE5

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Length 568 pages
Edition 3rd Edition
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Authors (2):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
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Toc

Table of Contents (28) Chapters Close

Preface 1. Part 1: Blueprint Fundamentals FREE CHAPTER
2. Chapter 1: Exploring the Blueprint Editor 3. Chapter 2: Programming with Blueprints 4. Chapter 3: Object-Oriented Programming and the Gameplay Framework 5. Chapter 4: Understanding Blueprint Communication 6. Part 2: Developing a Game
7. Chapter 5: Object Interaction with Blueprints 8. Chapter 6: Enhancing Player Abilities 9. Chapter 7: Creating Screen UI Elements 10. Chapter 8: Creating Constraints and Gameplay Objectives 11. Part 3: Enhancing the Game
12. Chapter 9: Building Smart Enemies with Artificial Intelligence 13. Chapter 10: Upgrading the AI Enemies 14. Chapter 11: Game States and Applying the Finishing Touches 15. Chapter 12: Building and Publishing 16. Part 4: Advanced Blueprints
17. Chapter 13: Data Structures and Flow Control 18. Chapter 14: Math and Trace Nodes 19. Chapter 15: Blueprints Tips 20. Chapter 16: Introduction to VR Development 21. Part 5: Extra Tools
22. Chapter 17: Animation Blueprints 23. Chapter 18: Creating Blueprint Libraries and Components 24. Chapter 19: Procedural Generation 25. Chapter 20: Creating a Product Configurator Using the Variant Manager 26. Other Books You May Enjoy Appendix

Making the AI chase the player

There is a component named PawnSensing that can be used to add vision and hearing to the enemy. We will use this component and expand our Behavior Tree to make the enemy pose some threat to the player.

Giving the enemy sight with PawnSensing

To grant the enemy the ability to detect the player, we need to add the PawnSensing component to BP_EnemyController and store the PlayerCharacter reference in BB_EnemyBlackboard when the enemy sees the player.

These are the steps to use the PawnSensing component:

  1. Open the BP_EnemyController Blueprint.
  2. Create a variable in the My Blueprint panel. In the Details panel, name the variable PlayerKeyName and change Variable Type to Name. Compile the Blueprint and set Default Value to PlayerCharacter.
  3. In the Components panel, click the Add button and search for pawn. Select the Pawn Sensing component:

Figure 9.44 – Adding the Pawn Sensing component

  1. In the...
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