Wuse Feline Lite (a free Utility AI plugin for UE5) is released

We at NoOpArkmy have released Wise Feline Lite a free utility AI plugin for unreal engine.

Watch a video on why utility ai is a better approach for making Ai

In Utility AI, you create a set of actions which can be executed by an agent, then the actions are scored and the action with the highest score gets selected and executed. You can choose one of the top N using random numbers or weighted random numbers too.

Each action’s score is calculated using consideration, a consideration gives a score about some fact/state in the game like am I close to enemies? do I have enough ammo? is this weapon a good one for this situation? An action can have multiple considerations and their scores are multiplied with each other to calculate the action’s score.

Wise Feline supports all of these and more features like action priorities and it has multiple built-in actions and considerations to use. It is written in C++ but fully supports making everything in blueprints.

This is the introduction video we made for the first version of this

This is a life simulation demo

This is a video of our robots championship demo which uses Utility AI

Read the docs | X/Twitter | Discord

Free Utility AI for Unreal - Wise Feline Lite 3.0 and 3.1

Hi all,

I’ve released two updates for Wise Feline Lite, with new ways to use it alongside Unreal’s AI and gameplay systems.

Lite uses considerations and response curves to score an agent’s actions, then selects the highest-scoring one. Actions and considerations can be made in Blueprint or C++, and the plugin includes an editor for assembling and tuning behaviors.

With 3.0, a Behavior Tree can be one of those actions. You can let utility scoring choose when a combat or patrol tree should run, alongside your other actions. New EQS support also lets you evaluate actions from query results and move to a query’s chosen destination.

The separate WFIntegrations pack is free too. Its new Smart Object classes handle claiming, using and releasing objects, including executing their Gameplay Behaviors. For projects using GAS, there are considerations for attributes, gameplay tags and whether an ability can activate, plus an action to activate it.

In 3.1, I fixed problems around unpossession, switching pawns and replacing controllers. The brain stops the active action when it loses control, and its built-ins look up their components again after a change. If your own classes cache pawn or controller data, the new OnPossessionChanged callback gives you a place to refresh it.

There are fixes for interrupted moves, behavior removal and editor copy/paste and undo as well. The UE 5.8 package also includes optional MCP tools for creating behaviors and editing their actions, considerations and curves through a connected AI agent.

The runtime updates are available for UE 5.6, 5.7 and 5.8. Lite is free and can be used in a shipped game.

Download Lite from Fab | Release notes | WFIntegrations guide