elseware Games - Combat AI System

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

Hi, documentation links are all broken.

Just some experiences while looking at this product. Your discord is full of spam, no documentation links. Product page has cost as 20, meanwhile fab is 50.

As someone who is interested, interest quickly falls when i see stuff like this