**The Animal Behavior Kit has been released in the Marketplace!! **
As a Thank You to the community’s support, I’m offering the kit at 25% off for the next 3 days!
Get it here - https://www.unrealengine.com/marketp…l-behavior-kit
Hey everyone,
I just wanted to share my progress for my current project - The Animal Behavior Kit!
**LATEST DEVLOG
Animal Behavior Kit - Showcase Level Walk-through - YouTube**
You can check out the rest of the devlogs here:
(Sorry for the length!)
**[Devlog 6 Teaser] Love is in the air this week! - YouTube
[Devlog 7] ABK - Better Population Control! - YouTube**
**[Devlog 13] ABK - Custom Animations! - YouTube
[Devlog 14] ABK - Performance improvements and code refactoring! - YouTube**
**[Devlog 15] ABK - Better Animations! - YouTube
[Devlog 18] ABK - Final improvements before submission! - YouTube**
Animal Behavior Kit
Goal:
The goal of this kit is to provide a fully-functional animal ecosystem for your game while keeping performance and flexibility in mind.
Description:
At a glance, the kit will include ground animals that behave as either prey or predators and go about their routines based on their preselected Active Behavior. Each animal can also have a specified Engage Behavior (like Flee or Attack) that will be triggered by AI Perception when it sees or hears another animal nearby. Ground Animals also have a basic Needs System (hunger and thirst) and can be part of a group. They can also be tamed and made into Player Companions.
There are also birds and fish that act appropriately using either solo behavior or flocking behavior (Reynold’s BOID algorithm).
More Details:
Ground Animals
Each ground animal can be either a Prey or Predator and has a variety of easily configurable Active and Engage Behaviors.
Active Behaviors:
- Stay In Place
- Go to Random Place within NavMesh
- Go To Random Place within Bounds
- Go to Random WayPoint
- Follow a specific WayPoint Path
- Go to nearby Point-Of-Interest
- Go to Homebase
Engage Behaviors:
- Ignore
- Flee
- Defend
- Attack
Each behavior above has a variety of parameters that can be set per animal in your level.
Needs System
The ground animals have a basic Needs System that includes hunger and thirst and will actively search for nearby water or food when they need it. This behavior will interrupt their Active Behavior (roaming inside a volume for example)
Group Behavior
Ground animals also have the ability to stick together in groups via a Group Manager. This allows a pack of deer to stick together for example, or a pack of wolves to hunt together. Each group has a leader and the entire group shares the Engage Behavior and target (say one deer sees you approaching - the entire group is alerted and runs away from you).
Taming System
There is also a Taming System included for ground animals. You can use Bait to lure the animal and then while the animal is eating you can tame it. You can then give it a name and issue commands to it. The included Companion Commands are: Follow Me, Stay There, Go There, Attack!, You are free (frees the animal)
In addition to the above, you can customize each ground animal to react to specific tags, change speed and acceleration, and a variety of different settings regarding each system above.
Flying Animals
Come with 2 movement modes:
- Solo - fly to random location within the designated volume (very efficient)
- Flock - Use a modified version of Reynold’s BOIDs algorithm to create flocking behavior while keeping performance in mind
- You can also customize a variety of parameters such as random size (to make each bird a different size), velocity, time at location, etc
Swimming Animals
- Still in progress - will try to add 2 movement modes like the birds
- Fish will have obstacle avoidance
Day / Night Cycle
- Template comes with a simple Day/Night cycle BP - you can customize the in-game time that it takes for a full 24 hours to pass, as well as Day Start Time and Night Start Time
- Animals react to time of day and can go to “rest” at night (deer go to sleep to their home base, birds go into their homebase at night). This basically means that animals that are active during the day will not be active at night.
- You can also have nocturnal animals that are active at night (think about owls or predators that hunt at night). These animals will be at rest during the day.
Performance
- Each animal checks the distance to the Player(s) (via tag) and if the Player is far away, the AI will deactivate saving processing power.
- The distance can be customize per AI actor in the scene
Looking for Feedback!
Guys, this is still early in development and most systems are either In Progress or Not Started yet :).
If this looks interesting to you, or you would benefit from this kit, please let me know what you think! What behaviors would you want to see? What is this kit missing that you could use in your game? What systems would be most useful to you?
Thanks everyone!