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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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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

Creating enemy wandering behavior

In Chapter 9, Building Smart Enemies with Artificial Intelligence, we set the default behavior for enemies as a patrolling movement between two points. While this worked well as a testbed for our hearing and seeing components and would be appropriate for a stealth-oriented game, we are going to ramp up the challenge and action of this game's experience by replacing this behavior with random wandering. This will make avoiding enemies significantly harder, encouraging more direct confrontations. To do this, we are going to return to the BT_EnemyBehavior Behavior Tree.

Identifying a wander point with a custom task

We need to create a key in BB_EnemyBlackboard that will store the location of the next destination that the enemy should wander to. Unlike the PatrolPoint key, our destination won't be represented by an in-game actor but, rather, by vector coordinates. Then, we will create a task to determine where in the level the enemy should...

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