
Beschreibung
Drop-in AI turrets for Unreal Engine 5 - single-player or multiplayer.
Place a turret, pick a behaviour mode in the Details panel, press Play. Targeting, aiming, shooting, recoil and destruction are already done - and fully replicated.
Video: Watch on YouTube
Documentation: Documentation
WHAT YOU GET
6 ready-to-use turrets: Default, Ballistic, Minigun, Sniper, Laser, Flamethrower
Demo level showing every turret and mode
5 behaviour modes, chosen per turret:
Patrol & Fire - rotates while searching, fires at the first enemy it sees
Aggressive Search - snaps to random directions for an unpredictable sweep
Sleeping - barrel lowered, wakes up when someone comes close
Hard Target - tracks actors of a chosen class, no AI Perception needed
Ping-Pong - classic back-and-forth sweep between two angles
Hitscan and projectile weapons: spread, several bullets per shot, damage falloff curve, decals, VFX, sounds
Smart targeting:
ignores dead targets automatically (a "Dead" tag, no controller, or ragdoll)
re-checks targets on a timer and moves on to the next threat
choose who to shoot first: Nearest, First Acquired or Highest Priority
optional Turret Target Interface, works in Blueprint
Optional modules, switched on per turret: spinning barrels, fire-rate spin-up/spin-down, physical recoil with optional animation montage, barrel ejection on destruction
Destructible turrets: health, explosion VFX and sound
Blueprint events: target changed, state changed, target lost, destroyed, woke up, fell asleep
Full network replication: turret state, aim, target and firing
Example first-person character to test with
MADE FOR
Shooters, tower defense, base defense, sci-fi levels - anywhere you need guns that think for themselves.
WHY C++
All gameplay logic is in clean, component-based C++ that you can read and extend. Setting up turrets needs no code: everything is configured in the Details panel and Blueprints. Full source included.
TECHNICAL DETAILS
Engine: Unreal Engine 5.3+ (developed and tested on 5.5 and 5.8)
Network replicated: yes
Platform: Windows (Win64)
Source: full C++ source code
GOOD TO KNOW
Turrets find players through AI Perception and two teams (Player / Enemy). Give your character the included ATCharacter as its parent class (works for Blueprint characters too), or use Hard Target mode, which tracks any actor class.
Add a custom trace channel "Bullet" in Project Settings -> Collision (see the documentation).
The demo meshes, VFX and sounds are simple examples - swap in your own art in the turret Blueprint.







