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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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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

The overall idea


When it comes to building enemies, or AI in general, you have to understand the whole game, its concept, and the game design, probably through the Game Design Document (GDD). Knowing these aspects earlier will make the job easier for you and your team, and for the plan that you'll come up with in order to construct a whole AI system.

In general, there is one thing that has always been almost the industry standard: basing everything in inheritance classes. This really makes sense, as all enemies, regardless of their types or behaviors, have to share something at the end of the day. It's where you have to create a base AI class and inherit all the enemies from it. Or it might be more detailed; if the enemies themselves are from different classes, let's say animals, humans, and mechanicals, then you need a class for each, inherited from the base class, and then the enemies themselves will be inherited from this first inheritance. Something like this:

It doesn't have to be exactly...

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