Thank you. My confusion comes in where do we actually start? For example are enemies pawns? Lets say i never worked with UE before which is the case.
Even though that tutorial touches on deeper mechanics it assumes you know what an enemy is. It does not answer the questions i have on how to go about the basics.
What would really help me out a lot is a simple few steps to explain the general jest of things
1: Create a pawn Blueprint
2: Add enemy character (skeletel mesh component), Capsule, weapons
3: Add Animation Blueprint (With blendspace and or AnimMontages)
When i looked at the Shooter example i was unable to establish how they went about setting up the initial bot as it extends from the player. It also uses classes not normally available.
Does that mean all we need is a BP with a Pawn class? As i understand pawns are “alive” subjects
Apologies for being a pain. My brain does tend to over-complicate things quite a lot. Just to give you an example… dancing. Dancing to me is impossible because my brain does not understand the concept behind why you are moving in a specific way and not another.