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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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Toc

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

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...

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