Unreal Engine – Phase Ai v5.1+

Unreal Engine – Phase Ai

Phase Ai

 

Phase Ai : This is the AI i develope for my own game. So it will constantly be updated and improved and will have hands on use to find bugs etc in the system.

It is made with ease of use in mind so I designed it in an orderly manner espasially with the variables and setup in mind.

I tried making as much automation as possible in the code for ease of use and flexibility to make them do as you please in and out of combat.

Some of the Special Features you ask?

Spellcasting for AI is integrated, With ground notificaion and all.
Each Melee Attack distance can now be defined individually as well if that attack should do extra damage or not!
Random Character mesh variation
Simple Healthbar system
Some automation in the setup with Datatables, Like Factions and Class Behavior so you dont need to make changes in every AI individually.
Spawn system included as well
distance optimisation to turn off AI in the distance to safe and improve performance
The AI can Dodge and Block attacks from the Player and other AI
The AI can Jump (No climbing parkour yet just jumping)
Notifies that makes your life easier, like voice notifies
Already an easy setup for spawning particels on HIT, BLOCK and SPAWN

WHAT ELSE CAN THEY DO ?

Patrols? No Problem
Fleeing? No Problem
Investigating? No Problem
Eating a Sandwitch? No Problem
You tell them what to do!!!
Standing Guard? No Problem

IMPORTANT NOTE:

This Ai is build with the plugin AGR PRO in mind an uses that for every version!

PHASEs OVERVIEW

-Idle phase (the relaxed phase can be roaming, standing or talking to other AI)

-Melee attack phase

-ranged attack phase

-dodge phase (for dodging attacks to make combat more challenging and realistic)

-Blocking phase

-taunt phase

-stun phase

-hit phase (triggers on damage taken)

-flee phase (flees from danger)

-investigation phase (checks on suspicion at location)

-Patrol phase

-follow phase ( follows player or whom ever )

-defence phase (takes defensive stance in between attacks)

-Special phase (for special attacks or whatever you have in mind

-Guard phase

All phases can of cause be modified via the behaviour tree to your liking

Technical Details

Features:

Complex AI System
AI spellcasting
Atomatic varied size of AI character for diversity
Spawn system
Powerful Animation system (AGR) already build in
Alot of states(Idle,Melee,ranged,dodge,taunt,stun,hit,patrol,flee,investigate,follow,defence,optional etc)
Aktivity BP (make the Ai Sit, build, do sports etc)
Patrol spline and follow it
Already Setup Behavior Tree with tasks
Many Anim_Notifies to Direct The AI in combat to make it more reactive and smarter( Like dodging attacks, Speaking, shou

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