
Descrizione
Stealth AI Kit gives you guards that behave like the ones in modern stealth games. They patrol, notice you gradually, stare, chase, lose you, search where they last saw or heard you, then go back to their round. Everything is built in Blueprints, commented, and tweakable from the Details panel.
Set up a guard in 5 minutes
Place a NavMesh, drop a guard, give it patrol points, add one component to your player. No C++, no tags, no team setup.
Features
Patrol between any actors you place, looping, with a pause at each point and a natural, tunable turn speed.
Detection gauge: fills while the guard sees you, faster up close and slower far away, drains when you hide. Shown above the guard's head: hidden when calm, orange while filling, red when you are spotted.
Four behaviour states: Patrol, Suspicious (stops and stares), Alert (chases at running speed), Search (checks your last known position, then returns to patrol).
Hearing: running footsteps and landings are heard; walking and crouching are silent. What a guard sees always beats what it hears. Any custom noise goes through one function, MakeNoise.
Ready-made noise objects: throw an object to lure a guard away, open a door that creaks (quietly if you are crouched), knock over vases and bottles that clatter when they hit the ground.
Stealth zones: boxes you place over grass, bushes, shadows, fog, gravel or water. They change how loud and how visible the player is. Crouch in a bush and the guard loses you; stand up and he sees you again. Walk right past him and he finds you anyway.
Two combat modes: guards attack with damage, cooldown and an optional animation, or instantly catch the player through the OnPlayerCaught event, perfect for a game over.
Passive mode: one checkbox turns a guard into an ambient NPC that patrols but never detects you.
Works with any player: guards detect any player-controlled Pawn; damage uses Unreal's standard Apply Damage.
Two demo maps: a five-room feature showcase and a short A-to-B infiltration mission with a game over and a mission-complete screen.
Clean and documented: commented graphs, tooltips on every setting, one root folder, SAK_ prefix on every asset, full English documentation.
What's included
AI Controller, Enemy base Character, Blackboard and Behavior Tree
4 custom Behavior Tree tasks
Noise Emitter component for the player
Stealth Zone actor
Throwable, Door and Noisy Prop actors
Detection gauge widget
Two demo maps (showcase + mission), demo player, demo enemy, demo game mode, exit zone
Notes
The demo maps use Unreal Third Person template content (mannequin, animations, input and prototyping materials), included in StealthAIKit/Demo/TemplateContent.
The attack animation is not included: plug in your own Anim Montage, or use the kit without one.
Single-player only; not network replicated.
Some screenshots use environment art that is not included; the pack contains the AI systems and a greybox demo.



