NoOpArmy - Wise Feline Influence Maps (spatial decision making system)

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Here is a Quick Start Guide

Robots Championship demo's video and EXE file for both influence maps and Utility AI. More description of the influence maps part.

Tutorial including Utility AI It works with state trees or behavior trees as well, but this specific example combines both of our plugins.

Release Notes of version 1.10.0

Influence maps allow you to do spatial queries and answer questions like:

  • Where should I stand so I'm not too close to friends and too far from enemies?

  • Where should I throw a grenade so I kill most enemies?

  • Where are the paths cargos usually travel so I send the criminal bands to steel their goods?

  • Where should I build the next house in relation to current population density and house density in my procedural generation map

They also allow you to simulate things like ice, fire and scent or create other cellular automata.

Wise Feline influence maps allow you to answer these sorts of questions efficiently and is compatible with Wise Feline Utility AI as well. It supports both blueprints and C++.

A comparison of EQS, influence maps and graphs for understanding the environment

You store the effect of an agent/object/action on a map as a stamp and then can search for map parts with high values, low values, averages and .... You can combine different maps with each other and then query them for specific values around a point or check a point's value. Maps can have any resolution you desire and operations like normalizing, multiplying and adding maps to each other is supported by default. In addition to these you get access to the raw arrays if need be.

Influence maps allow you to make spatial queries and make decisions based on them. Unlike EQS they allow you to get data about the whole environment and not only the current place of things but also what happened and where in the past.

We released a new version containing texture drawing and visualizers. The textures can be used for VFX created from map data and for debugging and even as simple radars.

Wise Feline Influence Maps 3.0 and 3.1 released

Hi everyone,

I’ve released versions 3.0 and 3.1 of Wise Feline Influence Maps. These updates focus on performance, some runtime fixes, and new editor tools.

If you haven’t used the plugin before, influence maps let you represent things like danger, friendly presence or resources as values across an area. Your AI can then search those maps to help choose where to move, fight or retreat.

In 3.0, map operations such as addition, normalization and template stamping now use SIMD instructions to process several cells at once. The min/max scan has also been updated, and the plugin now supports UE 5.8 alongside 5.6 and 5.7.

There are several correctness fixes in that release too. World positions now map to the cell they are actually inside, small maps no longer read out of bounds during min/max scans, and map operations validate their inputs and cell counts. Baked template data is also protected from garbage collection, and unregistering maps during cleanup no longer causes a crash.

Version 3.1 follows up with faster highest/lowest value searches, including the variants that prefer a result close to a given point. This also fixes a performance regression introduced in the 3.0 highest-value search.

Another change removes unnecessary work from the map tick. Previously, every cell was visited for Visual Logger output even when nothing was being recorded. That scan now runs only while recording, and the cell colors use a lookup table.

For anyone working with an AI agent connected to Unreal’s editor MCP server, 3.1 adds an optional toolset to create influence map templates, edit their falloff curves and inspect their settings. Editing a curve through the toolset rebakes the template automatically. This part requires UE 5.8; the runtime updates are available in the 5.6 and 5.7 packages too.

Influence Maps on Fab | Full release notes

Released v3.2

Influence Maps 3.2 makes world-space search results point to cell centers.

MapToWorldPosition and the searches with ReturningWorldPosition in their names now return the center rather than the lowest-X/Y corner. Visual Logger circles and gameplay debugger boxes use the same positions.

If you previously added a half-cell offset yourself, remove it after upgrading. World-to-map conversion is unchanged, and returned Z remains 0.

The refreshed UE 5.8 sample includes two editable Blueprint demos: Simple demonstrates chase and avoidance, while Complex uses influence maps for escort positioning and raider approaches. Floor heatmaps and selected-agent destination markers help you follow the spatial decisions.

The sample requires Influence Maps 3.2 or later, installed separately. Utility AI and WFIntegrations are not required.

Influence Maps on Fab | Download both demos | Release notes