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.

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