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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 (22) Chapters Close

Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
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

Adding notifies


Remember a few pages ago, when we created the animation blueprint? Or, to be more precise, when I showed my animation blueprint setup and you used the knowledge you have from Chapter 1, Preparing for a Big Project, and Chapter 2, Setting Up Your Warrior, to build your own animation blueprint setup for your AI?

There was one more thing that I didn't want to add to the animation blueprint at that time, as it is was more dependent on the C++ code. It is the animation notifies.

We have discussed before the importance of notifications and how accurate they are when it comes to executing something at the exact moment.

Within the C++ code, we have written two important functions and the loss of gameplay logic will count on these two functions; it was the OnPreAttack and the OnPostAttack methods. Both the functions do handle each other; the OnPreAttack method works on preparing the enemy to do an attack and the OnPostAttack method works on returning everything to normal.

But when we...

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