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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 FREE CHAPTER 2. Setting Up Your Warrior 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

Building the C++ logic


You are probably guessing that we are going to create an enemy class that will hold the logic for our enemy. As I mentioned earlier, I'll not be inheriting several AI classes from each other, as I will have only one enemy. But, in fact, we are going to create two new classes for the project based on the base class of each. The new classes will be as follows:

  • Enemy: This class will be based on the ACharacter class, which means that it will have a lot of properties, such as our gladiator, as Gladiator as well is inherited from Character.

  • EnemyAIController: This one will be based on AAIController. While the ACharacter-based class takes its movement through inputs, the AAIController-based class takes its movement through the environment, the navigation mesh, for example.

Now, after adding both the classes and before we start doing anything within Visual Studio, you will find yourself able to differentiate between them via their icons. This is how both look in my project...

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