Combat AI System (v1.0.0)
Bring intelligent life to your game world with the Combat AI System, a robust and highly customizable AI framework built for Unreal Engine. Whether you’re working on a shooter, open-world game, simulation, or strategy title, this system empowers you to create dynamic, responsive, and realistic AI combatants with ease.
Features
Advanced Combat AI Features: Simulates lifelike and tactical combat behavior using sophisticated AI algorithms.
Multiple Perceptions: AI can detect stimuli through Sight, Hearing, and Touch, enabling dynamic reactions.
AI Variations: Supports Enemies, Allies, and Civilians—each with unique behaviors.
Enemy XP Levels & Rank: Enemies scale in difficulty based on XP (1–50) and Rank (e.g., Soldier, Commander).
Enemies: Hostile AIs that actively seek and attack opposing forces.
Allies: Supportive AIs that follow commands like Follow Me, Wait, and Hold Fire.
Team-Based AIs: Assign AIs to teams with defined friend/enemy logic for large-scale battles.
AI Spawners: Quickly spawn various AI types using flexible spawner components.
Shooting Behaviours: AIs detect and shoot at enemies automatically upon engagement.
Flanking Behaviours: AIs search for targets at last known locations when line of sight is lost.
Find Cover: AIs dynamically seek cover when under attack to avoid damage.
Neutral AI Behaviours: Supports Idle, Free Roam, POI roaming, and Patrolling.
Coordinated Attack: Enemy AIs collaborate to overwhelm targets.
Simultaneous Shooting Restrictions: Limit the number of AIs firing at once for balanced combat.
Offensive vs Defensive AI: Set AI to aggressively push or defensively hold position.
Response to Different Threat Levels: Reacts to major (explosions) and minor (footsteps) threats accordingly.
Explosives Integration: Includes support for reactive elements like barrels and mines.
Nested Behaviour Trees: Layered behavior trees enable advanced, scalable AI logic.
EQS-Based Pathfinding: Uses EQS to identify optimal paths and positions for AI.
Explosive Barrels: Detonates when shot, causing AoE damage and chain reactions.
Sabotageable Generators & Lights: Can be disabled to reduce visibility and alter AI patrol logic.
Alarm Towers: Triggers alerts, causing enemies to converge or enter alert state.
Guard Towers & Search Lights: Detect players or AI within light beams, triggering alarms.
Reinforcement Troops: Triggers enemy spawns when alarms are activated, escalating combat.
Advanced In-Built Debugging Capabilities: Visualize AI states and decisions in real time for easy debugging.
Component-Based Pluggable Architecture: Modular design for easy extension and customization.
Data-Driven Architecture: Configure AI behavior via data tables without modifying code.
Documentation & Demos
Check out the official product page about the asset
Product Page: View Product
Dive into our comprehensive documentation to seamlessly integrate the system into your project.
Documentation (v1.0.0): View Docs
Download the UE5 Build Demos to experience the system in action.
Playable Demo (v1.0.0): Download (UE5.3 Build) [Latest]
Watch the trailer to see the system’s full potential.
Preview Trailer (v1.0.0): Available Soon!
Checkout the following simulations & example implementations to see the system in development.
Dev Preview #1 - Sight Perception & Last-Seen EQS Tracking: ................. Watch
Dev Preview #2 - Explosion Response via Hearing Perception: ................. Watch
Dev Preview #3 - Enemy AI Patrol: ............................................................... Watch
Dev Preview #4 - Points of Interest (POI): ................................................... Watch
Dev Preview #5 - Squad-Based Combat Team Deathmatch (TDM): .......... Watch
Dev Preview #6 - Offensive Vs Defensive Team Deathmatch (TDM): ........ Watch
Dev Preview #7 - Commanding for Allies (Follow & Wait): .......................... Watch
Dev Preview #8 - Closest Enemy Target Prioritization: ............................... Watch
Dev Preview #9 - Sabotageable Generators & Light Disruption: ................ Watch
Dev Preview #10 - Alarm Towers & Enemy Reinforcements: ....................... Watch
Dev Preview #11 - Guard Towers & Search Lights: ...................................... Watch
Dev Preview #12 - Dynamic Time-of-Day Manager: .................................... Watch
Dev Preview #13 - Sample Military Basecamp Level: .................................. Watch
Dev Preview #14 - User Interface System: .................................................. Watch
Follow our tutorial series to deep dive into system source code and get a better understanding on the features.
Available Soon!
Version History
v1.0.0
Initial Release.
Contact Us
Official Website: www.elsewaregames.com
YouTube Channel: youtube.com/elsewaregames
Patreon Page: patreon.com/elsewareGames
Discord: https://discord.gg/6bPp6YjbSX
Technical Support: Reach out to us at elsewaregamesofficial@gmail.com for any inquiries, feature requests, or bug reports.