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Unreal Engine 4 AI Programming Essentials

You're reading from   Unreal Engine 4 AI Programming Essentials Create responsive and intelligent game AI using Blueprints in Unreal Engine 4

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
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Authors (2):
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Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
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Peter Newton
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Toc

Table of Contents (11) Chapters Close

Preface 1. Introduction to Game AI 2. Creating Basic AI FREE CHAPTER 3. Adding Randomness and Probability 4. Introducing Movement 5. Giving AI Choices 6. How Does Our AI Sense? 7. More Advanced Movement 8. Creating Patrol, Chase, and Attack AI 9. What Have We Learned? Index

Mid-range attack


This will be a line trace from the center of our eye. This will be how you attack the AI, and this is how the AI will attack you. We will simply run a line trace and then draw a debug line over this, creating a cool red beam out of our player's forehead! We will test to see whether it works, and after this, we will integrate it into both players.

Now, to begin creating this function, we will do something different that will save us time. We will put the function in Blueprint Function Library to be shared across every Blueprint graph.

To keep the function useful for both AIController and PlayerController, we want to to give a controller as the input and then to output an actor. This function will also handle drawing the red beam where necessary:

  1. Let's right-click, go to Blueprints and then to Blueprint Function Library. Name this EnemyLibrary and open it up.

  2. On the left-hand side, add new Function. Name it LaserFromController. Make the first input a controller named theController...

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