Enemy AI Movement
- Exposure: public
- UE Version: 5.0
ctrl + v
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Cleaned up blueprint and added comments
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-Replaced 'Height Adjuster' by 'Line Check' event. This after realising Line Check better matches the criteria.
-'Line Check' Event improved compared to last iteration. It now switches between 3 different lines at random for each enemy on a randomized interval.
- Added random direction when enemy spawns
Minor improvements:
-Added Colour for better visual
-Removed Select nodes for sprites. (This is instead replaced by spawning a new actor. See Dead Enemy BP)
- Replaced Set Time on Event for Set Time On Function Name. To avoid spaghetti code.
-Cleaned up the blueprint
- Added flapping sound effect.
- Added comments
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Changes flap animation, if hit by the player. And it registered as 'Dead'.
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- Added Flap Animation
- Removed 'Line Check', as it felt too static and hard-coded
- Added 'Height Adjuster' as replacement of 'Line Check'. This checks on a random internal if the player is higher or lower, and adjusts how high it flaps, based on that height.
- Added 'Height Change Timer' variable, to easier decide when to perform a height check
- Added Launch variable. -
Added 'Line Check'
Gives 2 borders in which the AI has to stay between. If its underneath it, the bird will fly. If its not it will descend. -
Added a 'Ground Check'.
Once the bird nears lava, it will automatically flap more to avoid it a bit more. -
Added a Timer By Event, which loops the Flap event based on a variable. To make it more efficient.
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Added an event tick, which executes the walk event, and the flap event based on a random interval. This recreates the bird flying.
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First commit