In the last week or so I've created an "Regenerator" class for health, shields, etc., refactored the AI code to be better optimized, added NPC/Player avoidance sort of like Half-Life2, and simplified the targeting system for all AI types. This map is for stress testing, but I've added some pseudo-gameplay elements to make it more interesting to me as I try to get from A to B and complete a mission.
Note: The art assets are from the Unreal marketplace and they'll be updated once I get a level designer. I'm using the FPS Animation Blueprint (v2) for the weapon system. The rest of the code (AI, Music manager, level manager, land mine/remote mine system, health/stats, etc) is all blueprinted from scratch over the last couple of weeks.
Unreal 5 | Retro FPS Code Update (05) and AI Tests | UE4 UE5
22 дек 2023