AI

Modular artificial intelligence framework

This part designed to handle character decision-making, rotation, focus, and interactions through Unreal Engine’s Behavior Tree system. System includes an extended AI Controller, Behavior Tree Tasks, and Services that enable complex, data-driven NPC behavior.

Base logic for tracking players position looks like this:

And settings for it:

The system allows for the creation of more complex sequences. For example, here's what a tree might look like for an NPC who walks through nodes and interacts with objects:

These are the interaction settings:

There are also nodes offered whose functions are clear from their names. Can Ineract for example is a behavior tree task that checks whether the AI can interact with a specified object. All functions are the same as those used by the player.

And here's a final example of using the behavior tree. Door usage has been added here. This way, the AI ​​navigates through the nodes, interacts with objects, and if there's no direct path to an object, it searches for the optimal path through doors to reach the point of interest.

The RFP AI System provides a flexible and extensible framework for NPC control, seamlessly integrating AI logic, behavior trees, and gameplay actions through modular tasks and services.

Last updated