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Blueprints Visual Scripting for Unreal Engine

You're reading from   Blueprints Visual Scripting for Unreal Engine The faster way to build games using UE4 Blueprints

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Product type Paperback
Published in Aug 2019
Publisher Packt
ISBN-13 9781789347067
Length 380 pages
Edition 2nd Edition
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Authors (2):
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Marcos Romero Marcos Romero
Author Profile Icon Marcos Romero
Marcos Romero
Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Blueprint Fundamentals FREE CHAPTER
2. Exploring the Blueprint Editor 3. Programming with Blueprints 4. Actors and the Gameplay Framework 5. Understanding Blueprint Communication 6. Section 2: Developing a Game
7. Object Interaction with Blueprints 8. Enhancing Player Abilities 9. Creating Screen UI Elements 10. Creating Constraints and Gameplay Objectives 11. Section 3: Enhancing the Game
12. Building Smart Enemies with Artificial Intelligence 13. Upgrading the AI Enemies 14. Game States and Applying the Finishing Touches 15. Building and Publishing 16. Section 4: Advanced Blueprints
17. Data Structures and Flow Control 18. Math and Trace Nodes 19. Blueprints Tips 20. Introduction to VR Development 21. Other Books You May Enjoy

Making enemies hear and investigate sounds

Now that our enemy is attacking the player, we want to give some additional attention to the means by which the enemy can detect the player. Enemies that can only pursue players who walk directly in front of them can easily be avoided. To address this, we will take advantage of our PawnSensing Component to have the enemy detect nearby sounds that the player makes. If the player makes a sound within the detection range of an enemy, then the enemy will walk to the location of that sound to investigate. If they catch the player in their sight, they will make an attempt to attack, otherwise, they will wait at the location of the sound for a moment before returning to their patrol.

Adding hearing to the Behavior Tree

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