Utility AI Plugin

Ok did some testing with a packaged project finally. Non nativized blueprint gives me a total game time of 7ms with 100 ai. Haven’t been able to get it to nativize to see further results, but I’m in the process of moving a lot over to c++ and then adding in something like batching/pooling for task processing so as to avoid too many ai thinking at once.

Now that I’m moving a lot over to c++ I’ve been thinking about use cases for UAI and I’m not certain that every user will want a perception system or a crowd controller by default. Ideally I would do all this processing stuff in a component that you could throw on your controller and stuff, but I actually would lose some of the “free replication” by doing that.

Soooo going to have to make this hierarchy have a bit more depth … somehow. Would really help me a ton if I could gather some information from the community about how they would want to use UAI. For example, do you even need a health variable? A perception system? For AI to continue operating even though they are out of the rendering range of the player? I’ve been running into these situations myself in End of Days.

I suppose I could iron this out across some plugin updates as I gather more information from the community. That would kind of suck for anyone building their game with the first update though. Going back and remaking things is always a pain. I’ll put together a survey or something so I can get more info.