Description
Reviews from the Unreal Engine marketplace before the FAB update
Update v.1.1 - Added shooting NPCs with 3 types of behavior
Update v.1.2 - SubAction
Update v.1.3 - Tools, Weapon & Easy integration
Update v.1.4 - Interaction with the environment. Optimization of NPCs and spawn.
ESRPG v.5 Integration - Video
FCS Integration - Text
Progressive AI is a flexible, easily configurable and easy-to-use AI behavior system created from drawings. It allows you to customize the natural state of the NPC, the daily routine, the reaction to damage, the "friend-foe" system, the sociality of the NPC and the tag system.
It is excellent for implementation in projects that require an AI environment, the creation of settlements, as well as classic MMOs.
Fully replicated and verified. It has the ability to run for both multiplayer and single-player games without additional configuration.
Update v.1.1
Added shooting NPCs with 3 types of behavior:
Always stands still (for example, for the background or when you don't need any other logic);
Keeps his distance and runs away when approaching the target. When moving away from the target, it continues to shoot again;
When the target is approaching, it switches to melee weapons, when the target is moving away, it switches back to ranged combat.
There were also small fixes of the previous version, correction of small errors in the NPC.
Update v.1.2
Minor fixes;
Added subtasks to the daily routine. Example: there is a current action, for example a miner. There are subtasks from it - digging, carrying, storing. Each subtask has its own animation and execution time. The subtask is arranged using the method of adding a spline and simply configuring the data table. There can be an unlimited number of subtasks and it depends on your imagination.
Update v.1.3
Transfer of the entire AI system to a component
Simplified integration with most assets (example: integration with esrpg ~5-7 minutes instead of ~40 minutes)
Optional use of the health component. You don't need to enable/disable nodes and learn logic. It is enough to use the checkbox in the component to switch to your own health system
Added tools for NPCs. When certain points are reached, the NPC can "take" the instrument in hand and perform certain logic
Added NPC weapon change functionality. Previously, there was only a model change state in the hand. Now it's a full-fledged change of weapons. Example: melee weapons on the belt, and ranged weapons on the back. When an enemy is detected, the NPC pulls a weapon from behind his back and places it in his hand. If a hostile target gets too close to him, he puts a ranged weapon behind his back and pulls a melee weapon from his belt. If the target moves away from the distance, then he puts the short-range weapon back on his belt and pulls the long-range weapon from behind his back, they will continue the long-range attack
Bug fix for the IdlePassive type
Fix NPCs getting stuck when they hit a wall and couldn't run away from the target
Fix a bug when the NPC loses a target.
Update v.1.4
Interaction with the environment.
Optimization of NPCs and spawn.
Included formats
- versions