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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

You're reading from  Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

Product type Book
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Pages 568 pages
Edition 3rd Edition
Languages
Authors (2):
Marcos Romero Marcos Romero
Profile icon Marcos Romero
Brenden Sewell Brenden Sewell
Profile icon Brenden Sewell
View More author details

Table of Contents (28) Chapters

Preface 1. Part 1: Blueprint Fundamentals
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 navigation behavior

The first goal for our enemy will be to get it to navigate between points that we create on the map. To accomplish this, we'll need to create points on the map that the enemy will navigate to, and then we need to set up the behavior that will cause the enemy to move to each of the points in a cycle.

Setting up patrol points

Let's start by creating the path we want the AI to patrol. We will use a Sphere Trigger to represent a patrol point, since it generates overlap events and is hidden in the game. We need at least two patrol points on the level, since each instance of BP_EnemyCharacter can navigate between two patrol points.

Follow these steps to create the patrol points:

  1. In the Level Editor, click the Create button located on the toolbar, and then click on Sphere Trigger. Place the Sphere Trigger anywhere on the floor:

Figure 9.24 – Creating a Sphere Trigger

  1. In the Details panel, rename...
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