Modular AI System
A modular and extensible AI framework for Unreal Engine designed to create enemies, NPCs, companions, bosses, and large groups of AI characters without locking your project into a rigid gameplay implementation.
The system combines reusable C++ architecture with Blueprint-friendly configuration, allowing you to build both lightweight AI and more complex Behavior Tree driven enemies.
Pick your AI Controller. Choose your Behavior Tree. Customize your Action Data. Build your enemy.
Clean, modular, and extensible architecture with no dependencies on your project classes.
Key Features
Modular C++ AI architecture
Blueprint-friendly workflow
Ready-to-use AI Controllers
Behavior Tree integration
Lightweight AI Controller for large groups, hordes and roguelite-style enemies
Melee, ranged and boss-oriented behavior examples
Configurable AI actions using Data Assets
Modular action and pattern system
Support for attack, wait, reposition, charge, summon and custom actions
Target detection and configurable sensing distances
Chase, combat and movement logic
Animation Montage integration
Multi-section animation support
Enemy, NPC and companion support
Spawn system for enemies and NPCs
Easy integration with existing Characters and Pawns
Designed to work alongside custom health, combat, inventory and interaction systems
Multiplayer-friendly architecture
Fully extendable in C++
Included Content
The plugin includes 19 ready-to-use Blueprints that demonstrate and expose the main systems included in the framework.
An additional 4 demo Blueprints are included to provide practical implementation examples and help you quickly understand how the different AI modules work together.
The included examples cover common enemy behaviors and can be used as templates for your own AI characters.
Modular Action System
Actions are separated from the AI decision-making logic.
The AI Controller and Behavior Tree decide when an action should be executed, while the Character or its AI Action Component defines how that action is performed.
This separation makes it easier to reuse the same AI architecture across different characters while keeping animations, attacks, abilities and character-specific behavior modular.
Actions can be selected and configured using Data Assets, Gameplay Tags and Blueprint logic.
Action Patterns
The system includes support for configurable action patterns, especially useful for bosses and more complex enemies.
Patterns can combine different actions such as:
Attacks
Delays
Repositioning
Charge actions
Summoning
Custom gameplay actions
The included Blueprint examples provide reusable pattern templates that can be expanded to create more complex combat sequences.
The Behavior Tree remains responsible for deciding when the AI should execute an action. The pattern system determines which action should be executed next.
Lightweight and Behavior Tree AI
The plugin supports two different approaches depending on the complexity of your AI.
Lightweight AI can be used for simple enemies, roguelites and large groups where a full Behavior Tree may not be necessary.
Behavior Tree AI provides more structured decision-making for enemies requiring additional states, combat logic, repositioning or complex behaviors.
Both approaches use the same modular architecture and can coexist inside the same project.
Designed For
Action Games
RPGs
Roguelites
Shooters
Survival Games
Horde Games
Enemy Systems
NPC Systems
Companion AI
Boss AI
Multiplayer Games
The goal of Modular AI System is to provide a reusable AI foundation that can scale from simple enemies to more complex encounters without forcing gameplay-specific logic into the core framework.
📚 Full Documentation
💬 Discord community & Support
Required Plugins:
• Enhanced Input (built into Unreal Engine). Must be enabled to use the included demo's player input.