NoOpArmy - Wise Feline (Lite Immersive & Emergent Utility AI)

This is the fully working free version of the Ultimate Utility AI plugin without some advanced tools including: Visual debugger, integration with gameplay debugger and also different selection modes. The free version always uses the action with the highest score and cannot use random from top N and its weighted version needed for more immersive behaviors. Also you don't have access to our debugger windows but all other features can be used and you can totally make AI of a game with this free version.

Wise Feline make your NPCs the unique selling point of your game by making them interesting, different and unique. It allows you to easily have many actions and choose intuitive things to do which surprise players.

It will make it possible to make the game you always dreamed off easier. You'll make interesting content with a fraction of the speed of others and fill the world of your game with different types of NPCs and agents.

Comparison of Lite and Pro

This plugin integrates well with our Influence Maps plugins as well.

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Quick Start Guide

Another Tutorial Including Influence Maps

Robots Championship demo video | Exe

Get a Binary Trial version which works for 2 minutes in each PIE session and try the examples and see for yourself how great the plugin is.

Release Notes for V2.0.2

  • Do you want a comprehensive Utility AI plugin integrated with UE's visual logger and gameplay debugger with its own visual debugger added on top?

  • Do you want to make AI which acts more naturally and more believable than AIs of most games?

  • Do you want your AI to react to everything in the environment and don't have a rigid structure?

  • Do you want AI which can be easily procedurally modified at runtime by you or by your players as user generated content?

  • Do you want your AI to react cleverly to unexpected behavior and in general does things which surprises and delightes your users?

  • Do you want to easily change the design of your AI during production and add and remove actions without getting worried on how to understand complex trees or state machines?

If the answer to some of these questions is yes for you, Wise Feline is made for your project.

If you want to see what Utility AI can do in your game genre or what it can add to games in general, click here!

Wise Feline allows you to create complex immersive agents which can act correctly in complex situations which even the designers did not think of. You can create your agents in both C++ and blueprints very easily and re-use your behaviors in a streightforward manner.

With Wise Feline you don't need to create huge and hard to follow state machines and behavior trees and instead you can give all of your actions a scoring mechanism which tells the system how important each action is at a moment in time. Because all actions are considered all the time, your AI will never be out of good options and it chooses the best action for the situation in a pretty intuitive way.

Your designers no longer have to add specific transitions in state machines or conditions and nodes in behavior trees. By tweaking importance and utility of actions relative to each other in a utility AI system, they can easily change the behavior of the agents in an intuitive way and check why something behaves the way it does in the visual debugger.

Because all actions are considered all the time and you can add as many actions as you want with as many scoring conditions as you want, Wise Feline is perfect for games with emergent gameplay, open world games, virtual worlds, metaverses and MMOs but it can be used not only for agents in almost all genres but you can even use it to drive things like lighting, cameras, VFX and ...

State Machines and behavior trees still can be the tool of choice if you want very specific strict behavior which should be scripted exactly but if you want your agents to behave and think like humans or always choose something from their entire set of actions instead of only being able to go to specific states from a single state, Utility AI is your best bet.

Utility AI works based on actions and their importance score at each tick and this means you can change your agent's behavior based on the environment very easily. you can make your character more brave by having score considerations which give a higher score if friendly forces are around and ... Not that it is impossible to achieve the same thing with other approaches but it is very hard. With utility AI agents can have awesome environmental awareness and go personal and team transformations which feel very realistic from the player's viewpoint.

Since actions and utilities is the way that us human think and evaluate situations with, designers can map human experiences much easier to the game agents. Why think of selector nodes and decorator nodes and state transitions, if you can think about in what situations is this action important and how much?

Wise Feline Lite 3.0 - Behavior Trees, EQS, Smart Objects and GAS

Wise Feline Lite 3.0 brings more of Unreal’s AI tools into your utility AI setup. You can let utility scoring decide what an NPC should do, then use a Behavior Tree, an EQS query or a Gameplay Ability to carry it out.

Here’s what’s new:

  • Run a Behavior Tree as a utility action, alongside your Blueprint and C++ actions.
  • Use asynchronous EQS queries to score actions and choose movement destinations.
  • Read blackboard vectors and score distance to a blackboard location. Blackboard actions and considerations now also find the blackboard on the AI Controller.
  • Find nearby target actors with a new sphere-overlap helper exposed to Blueprints.
  • On UE 5.8, use the optional MCP toolset to let an AI assistant create behavior assets, add actions and considerations, and edit response curves.

The free WFIntegrations companion plugin also adds Smart Object claiming, use and release, including Gameplay Behaviors. Its Gameplay Ability System integration lets you score actions using attributes, tags and ability availability, then activate an ability. These integrations are a separate download.

There are plenty of fixes too: re-possession no longer duplicates behaviors, manually calling Think() always evaluates, removed behaviors clean up correctly, and several copy/paste and undo/redo crashes have been fixed.

One change to check when upgrading: built-in move actions now stop movement when interrupted. You can restore the previous behavior by disabling bStopMovementOnDeactivate.

Lite remains free, with no time limit, and supports UE 5.6, 5.7 and 5.8. The MCP toolset requires UE 5.8.

Full release notes | Integrations guide and download

Wise Feline Lite 3.1 - Fixes for possession changes

Wise Feline Lite 3.1 focuses on what happens when an AI loses its pawn, takes control of another one, or hands control to a player.

Previously, a brain that already had a pawn at BeginPlay could miss later possession changes and keep using the old pawn or controller. That is now fixed. The brain also deactivates its running action when it loses its pawn or AI Controller, or when a player takes over.

Built-in blackboard and EQS considerations now refresh their component references after possession changes.

For custom actions and considerations, there is a new OnPossessionChanged() callback. If you cache a pawn, controller or component in OnBeginPlay(), use this callback to refresh those references when ownership changes.

This update is especially relevant to games with respawning, character switching or player/AI control handoffs.

Full release notes