Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Multiplayer Game Development with Unreal Engine 5

You're reading from   Multiplayer Game Development with Unreal Engine 5 Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features

Arrow left icon
Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781803232874
Length 394 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
Arrow right icon
View More author details
Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Introducing Multiplayer Games
2. Chapter 1: Getting Started with Multiplayer Game Development FREE CHAPTER 3. Chapter 2: Understanding Networking Basics 4. Chapter 3: Testing the Multiplayer System with a Project Prototype 5. Part 2:Networking and Multiplayer Games in Unreal Engine
6. Chapter 4: Setting Up Your First Multiplayer Environment 7. Chapter 5: Managing Actors in a Multiplayer Environment 8. Chapter 6: Replicating Properties Over the Network 9. Chapter 7: Using Remote Procedure Calls (RPCs) 10. Part 3:Improving Your Game
11. Chapter 8: Introducing AI into a Multiplayer Environment 12. Chapter 9: Extending AI Behaviors 13. Chapter 10: Enhancing the Player Experience 14. Chapter 11: Debugging a Multiplayer Game 15. Part 4:Deploying Your Game Online
16. Chapter 12: Managing Multiplayer Sessions 17. Chapter 13: Handling Data During a Session 18. Chapter 14: Deploying Multiplayer Games 19. Chapter 15: Adding Epic Online Services (EOS) 20. Index 21. Other Books You May Enjoy

Adding health to the AI

In this part of the project, you will add a health system to the minion AI to make it possible to defeat it during gameplay. You will also add a spawn system so that when the opponent is defeated, the player will be rewarded with a well-deserved prize.

To implement such features, we need to open the minion class and start doing some coding – open the US_Minion.h header, and in the private section, add these two declarations:

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Health", meta = (AllowPrivateAccess = "true"))
float Health = 5.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Pickup", meta = (AllowPrivateAccess = "true"))
TSubclassOf<class AUS_BasePickup> SpawnedPickup;

The first one is used to keep track of the enemy health, while the second one will contain the class of the item pickup that will be spawned once the minion is defeated. Both of them can be modified in a...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime