This section sounds deceptively simple, but you'll need several missing pieces when you step through the design process:
- A fleshed out animation blueprint that can switch the enemy's state while moving and attacking
- The enemy's ability to be damaged and killed
- A decision on how and where attack success is resolved (weapon bounding, a one-frame cone-test in front of the enemy, that is, how realistic does hitting the player need to be?)
The second step typically involves a bit more of our UI section's work, and the player should similarly be able to be killed and respawned, but these should be do-able after all the other lessons to this point and won't be covered in depth here. For things such as healthbars to display ...