Top Down Stealth Toolkit

Additional Information:

Update Logs:

Tutorials/Basic Concept Overviews:

  1. Top Down Stealth Toolkit Tutorial: How to create a new level: https://unrealpossibilities.blogspot…orial-how.html

  2. Top Down Stealth Toolkit Basics - Patrol Movement Systems: https://unrealpossibilities.blogspot…cs-patrol.html

  3. Top Down Stealth Toolkit Basics - Stimulus Types: https://unrealpossibilities.blogspot…it-basics.html

  4. Top Down Stealth Toolkit Basics - AI Perception: https://unrealpossibilities.blogspot…basics-ai.html

  5. Top Down Stealth Toolkit Tutorial - How to create a new custom Interest Stimulus: https://unrealpossibilities.blogspot…orial-how.html

  6. Top Down Stealth Toolkit Tutorial - How to control the AI Perception model for AI agents: https://unrealpossibilities.blogspot…al-how_22.html

  7. Top Down Stealth Toolkit Basics - Vision Arc Configuration: https://forums.unrealengine.com/unre…83#post1587283

  8. Top Down Stealth Toolkit Tutorial - How to create customized Laser Security Systems: https://forums.unrealengine.com/show…l=1#post642794

  9. Top Down Stealth Toolkit Tutorial - How to modify the size of the noise pulse emitters: https://unrealpossibilities.blogspot…orial-how.html

  10. Top Down Stealth Toolkit Tutorial - How to change to Third Person Perspective: Top Down Stealth Toolkit Tutorials - Google Docs

  11. Top Down Stealth Toolkit Basics - Global Alert Level System: https://unrealpossibilities.blogspot…cs-global.html

FAQ:

  1. I noticed that the turrets are disabled when I start a new game. But then they sometimes get activated over the course of a game. Why is it behaving this way, and how can it be enabled right at the start of a mission?
    A: The turret AI in Top Down Stealth Toolkit is set to a deactivated state by default. This is an intended feature designed to showcase the use of automated security devices as a form of backup system for the AI. The default behavior is to activate them once the Global Alert Level escalates to Stage I, which is why they seem to get turned on sometimes during the mission. For more details on how to control this behavior, check out: https://unrealpossibilities.blogspot…kit-faq-1.html

  2. I want to change the size of the vision arcs. Where can I find the variables that control it? Is there a way to do it from the editor window?
    A: You can customize the radius & angle of vision arcs for all types of AI through their perception components. For detailed information on how to go about doing it, check out the FAQ reply section at: https://unrealpossibilities.blogspot…kit-faq-2.html

  3. Does the vision cones update their shape based on the obstacles in their path?
    A: Yes the vision cones continuously gets updated based on any obstacles it encounters in its path.

  4. How can I turn off the Gadget Selection Menu that pops up at the start of a level?
    A: The BP_GameMode blueprint has a boolean variable named ‘SelectGadgetsAtLevelStart’. It determines if the Gadget Selection Menu will be displayed or not. So to turn off the menu, just set this variable to false.