The v2.0 update has been submitted to the Unreal Engine Marketplace & will add v4.16 compatibility for the toolkit.
Note: The update will be published exclusively for the v4.16 edition of the toolkit as it completely revamps the systems that drive the AI. This should enable existing customers to still have access to the previous AI systems through the v4.15 edition project files.
Change Log:
- Added a new stimulus generation system that will enable the users to easily customize & add new types of perceivable events for the AI agents.
- Added a custom AI Perception component that enables the AI agents to perceive stimuli through four different types of perception systems: Visual, Aural, Intuitive, & Motion perception.
- Added an AI Sensory Manager that is responsible for management of all types of stimuli as well as periodic assignment of active objectives to AI agents.
- The Patrol Guard AI decision making process has been redesigned from the previous Finite State Machine based workflow to a completely Behavior Tree centric design. The agents still retain their different alert level states to some degree, but only to determine the nature of their responses through adjustment of physical properties, like say improved movement speed when responding to high priority goals.
- Patrol Guards now use a multi tiered search system to investigate interests & will continue searching the surrounding area until the alert meter falls below a specified threshold value.
Gameplay demo for the upcoming v2.0 Top Down Stealth Toolkit (Windows) now available at: https://www.dropbox.com/s/feblzzx1tewpstj/Top%20Down%20Stealth%20Toolkit%20Sample%20Game%20Demo.7z?dl=0
All changes within the blueprints are marked with the boolean variable ‘Version2.0’ in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.