Upcoming Marketplace Asset: Diverse AI

Hello developers!

I am in the process of finalizing my project (Diverse AI) for publishing to the UE marketplace.

Once published, I plan to remain committed to its stability and future development: this includes transitioning to UE5 and adding new features (I have a few in the pipeline already).

Project Goal:
A drag-and-drop AI solution to facilitate many use cases.

Core Features:

  • Customizable 100 % Blueprint AI logic with comments/annotations/tooltips

  • Customizable AI Modes (includes 18) for quickly changing each AI instance’s base behavior

  • Fast drag-and-drop AI setup

  • Precisely shape each AI instance by using the many instance-editable variables

  • Supports Dynamic flying and walking AI Movement Modes

  • Friend/Enemy distinction

  • AI-to-AI, AI-to-Object, and AI-to-Player (currently single player) hostile/friendly interactions

  • Damage/Sight/Hearing/Death reporting invoke reactions from nearby AI

  • Friendly interaction animation montage events

  • Customizable distance-based attack system

  • Melee attack macro: animation-vector based launch with differential magnitude, camera shake, hit chance, …

  • Event animations are easily changed via instance-editable variables

  • Exploitation awareness inhibits Player/AI from gaining an unfair advantage

  • Custom Pawn-to-Pawn collision avoidance system

  • Attack obstruction avoidance system: prevent AI from attacking through objects

  • Lightweight NavMeshBounds containment solution for flying AI

  • Object collision avoidance for flying AI

  • Flight check to inhibit AI flight in unsuitable location

  • Landing check to ensure landing surface is suitable

  • Distance-based optimization

  • Single-click debug tool

  • Visualizer to display location of particular AI

  • And more …

Showcase Video: Unreal Engine 4: Diverse AI - YouTube

Feature Overviews: Diverse AI Feature 1: Roaming Targets - YouTube

Video Tutorials: Diverse AI Tutorial 01: Project Settings and Level Setup - YouTube

Youtube Channel: Manadoria - YouTube

Documentation (Live): Diverse AI - Google Docs

Documentation (Download): Diverse AI_0.01.pdf - Google Drive

Product Link: Diverse AI in Blueprints - UE Marketplace

Please feel free to provide feedback/comments/suggestions.

Thank you for your time!

Edit 10/26/2021: Expanded list “Core Features”
Edit 10/30/2021: Added product link
Edit 11/01/2021: Added link to downloadable documentation
Edit 11/05/2021: Updated documentation completion amount from 85 % to 95 %
Edit: 11/08/2021: Added links to Feature Overviews/Video Tutorials

It would help if you showcased the text that was on the floors and the walls in your level.

Other than that, it’s pretty interesting.

It would help if you showcased the text that was on the floors and the walls in your level.

Hi @ScamBot45,

Thanks for the feedback. I may present each feature in separate videos, which will allow time for displaying text and other useful elements. Also, I do have plans to release video tutorials for some of the more “complex” features.

Well, you can’t go wrong by releasing a few tutorials. I’m mainly interested in the flying AI and getting one of the bots to attack the player after another one spots you.

Diverse AI was submitted to Epic today and is pending review.

In the interim, I will publish more videos to my YT channel, beginning with setup tutorials.

If there are any features of Diverse AI you would like to see in greater detail, then I will consider preparing a video for that topic.

Hello everyone,

Diverse AI is now available on the Unreal Engine Marketplace.

Product Link:

An updated version of the documentation is now available for download; use the link in the original post.

Videos providing more detail for Diverse AI Features 1 - 12 are now available on my YT channel (link in original post). Also, there are several tutorial videos there as well.

A Diverse AI update (DAI 1.01) was published today and is available for download. Changes include: high frametime compensation for melee attacks and an increased variation in certain attacks (see section “Changelog (Diverse AI Project)” of the documentation for more details).

Hello everyone,

I have been working on integrating a spline pathing system into Diverse AI. It is being designed to work for AI that use Roaming Targets, such that when a certain spline index is reached, the AI will have the ability to leave the spline, navigate to a Roaming Target (local to that spline index), and then return to the spline.

Are there any elements you would like to have available in a spline pathing system that were not previously mentioned?

I plan to have this system implemented for the next update (around one month from now).

For those using spawners to handle integration of AI into a level, here is an image for the setup that handles setting AI Modes at runtime. This has not been thoroughly tested, so it is best to use in a custom AI BP.

For text description on how to set this up, please visit this link and view the responses for the topic “Implementation into existing character”

A teaser video for Diverse AI’s upcoming spline path system is available for view at: Diverse AI: Spline Path System Teaser - YouTube

Key features:

  • Roaming loops along spline
  • Spline exits to Roaming Targets, random roaming, or other splines
  • Add/Remove spline point(s) with user-defined angle or use manual manipulation seamlessly
  • Conform spline to “ground” geometry with one click