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

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 contains our Remembrance (memories and emotions) plugin.

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

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Quick Start Guide

Another Tutorial Including Influence Maps

Robots Championship demo Exe

Release Notes for V2.1.0

  • 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?

V2.3 is out with gameplay tags added to both memories and actions. This was a request from one of our users which needed this for memories but the idea was pretty compelling so we added tags to actions too.

We will improve on this in future releases too.

Version 2.4 and its patch 2.4.1 are out now. They add additional functions to easily query memories which have specific tags and return them. The same update is added to influence maps plugin as well so you can find maps with specific gameplay tags attached to them.

Wise Feline Ultimate 3.0 - Integrations and new memory and emotion considerations

Wise Feline Ultimate 3.0 adds new ways to connect utility AI to Unreal’s existing gameplay systems, plus built-in considerations that let your NPCs make decisions from their memories and emotions.

You can now run a Behavior Tree as a utility action, use asynchronous EQS queries for scoring and movement, and work with new blackboard vector and distance considerations. This lets you keep existing Behavior Tree logic while using utility scores to decide when it should run.

The free WFIntegrations companion plugin adds:

  • Smart Object claiming, use and release, including execution of Gameplay Behaviors.
  • Gameplay Ability System considerations for attributes, tags and ability availability, plus an action that activates an ability.

Ultimate also gains four Remembrance considerations: general emotion, emotion toward a target, time since a memory, and memory count. These connect the memory and emotion system directly to action scoring.

On UE 5.8, the optional MCP toolset lets an AI assistant author behavior assets, add actions and considerations, and configure response curves.

This release also fixes several problems in the runtime and editor:

  • Random selection no longer picks zero-score actions or crosses priority groups incorrectly.
  • Target momentum no longer depends on target evaluation order.
  • Re-possession no longer duplicates behaviors, and removing a behavior stops its running action.
  • The gameplay debugger handles agents dying while it is open and correctly serializes its data for network clients.
  • Remembrance receives fixes to memory eviction, lookup caches and memory removal.
  • Designer copy/paste and undo/redo crashes have been fixed.

When upgrading, note that built-in move actions now stop movement when interrupted. Disable bStopMovementOnDeactivate if you need the previous behavior.

Version 3.0 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 Ultimate 3.1 - Possession fixes and a new callback

Wise Feline Ultimate 3.1 improves how the utility brain handles pawn and controller changes during play.

A brain that already had a pawn at BeginPlay now follows later possession changes correctly. Previously, it could keep driving the old pawn with the old controller after an unpossess and re-possess.

The running action is now deactivated when the brain loses its pawn or AI Controller, or when a player takes control. Built-in blackboard, EQS, memory and emotion considerations also refresh their component references so they read from the new owner.

Custom actions and considerations now have an OnPossessionChanged() callback. Use it to refresh references cached in OnBeginPlay(), such as the controlled character, its inventory or its memory component.

If your game switches characters, respawns AI or transfers control between a player and an AI Controller, these fixes address cases where actions could continue using the previous owner.

Full release notes