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uegladiatorsoftheforest's Introduction

UE Gladiators of the Forest

UE Gladiators of the Forest is a spectator game in which two AI controlled gladiators fight each other to death. I developed this project to demonstrate my knowledge of Behaviour Trees in Unreal 5.

ProjectDemostration

Installing

Download the build files contained in the .zip from the lastest release and execute UEGladiatorsOfTheForest.exe.

Editing

If you want to edit the project / examine the setup in the editor please clone this repo in your machine and import it to Unreal Engine 5.0.3.

Project Structure

  • The folder Content\UEGladiators contains the different Blueprints, objects and assets used in this project.
  • The Blueprint BP_Gladiator contains logic for the AI controlled pawn.
  • The Blueprint BP_Weapon inherits from the C++ class AWeapon, which defines the logic for the main weapon system.
  • The Blueprint BP_Ranged_AI_Controller defines the AI Controllers of the different gladiators.
  • This AI uses the behaviour tree BP_Ranged_Gladiator_BT.

AI Clarifications

  • Almost all the behaviour tree tasks have been developed in Blueprints.
  • There are two exceptions to this: the Aim Task and the Clear Focus Task.
  • The Aim Task has a Blueprint implementation in BP_Aim_Target_Task and a C++ implementation in the class UBTTaskAimTarget. The behaviour tree uses the later.
  • The Clear Focus Task has a C++ implementation in UBTTaskClearFocus.
  • The reason for just having only two tasks implemented in C++ is that the project was built on top of a base project that is purely Blueprints.
  • Because of this it is really difficult to call Blueprint defined methods from C++, and some stuff was redeclared like the RotationMode for the SetRotationMode method.
  • A solution for this problem would be reimplementing the project on top of a base project that uses C++, like this one.

Built With

License

This project is licensed under the MIT License - see the LICENSE file for details.

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