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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

By : Carnall
3.2 (6)
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Unreal Engine 4.X By Example

Unreal Engine 4.X By Example

3.2 (6)
By: Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (12 chapters)
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11
Index

Integrating the AI Character


Now with all of this in place we can finally create the boss AI character! The first thing you will need to do is import the mesh that the boss will be using. Import the provided BossMesh.fbx by right-clicking in your content browser and selecting Import To /Game…. Navigate to the BossMesh.fbx that was provided with the resources for this book. Once selected to import, ensure you check Import as Skeletal as we desire the imported mesh to be used for a character. The other import settings appear as follows:

With the mesh imported we can now create a new blueprint class that inherits from ABMBossCharacter. Do this now and call it FPBossCharacter. We need to set some of the asset associations in the character and adjust some settings before it is good to go. Start by opening the new blueprint, selecting the FPBossCharacter(self) Component, and address the Details panel.

To ensure that this character is always possessed by our BMAIController, we need to adjust some...

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