Enemy
This class is very different, as it is not playing the controller role as the previous one. Here, we will be adding a component in order to build the enemy character itself, static mesh, triggers, and so on.
This is not just the building process for the enemy, but also the main and core functionalities, such as the attacking logic or what happens before and/or after an attack takes place.
Also, we include the attributes of the enemy, such as the attacking range, its health, or even the variables that will be controlling some animations, such as the status of life or dead.
Enemy.h
As usual, we will start with the set of the default header files to be included and then the name of the class and its base:
#pragma once #include "GameFramework/Character.h" #include "Enemy.generated.h" UCLASS() class BELLZ_APIAEnemy : publicACharacter { GENERATED_BODY()
Then, I managed to create three different components; all of them will be working as triggers. A huge one will be at the middle of the AI that...