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  • [RELEASED] Top Down Stealth Toolkit

    The Top Down Stealth Toolkit is a pure blueprint framework that enables quick & easy creation of stealth games from a top-down perspective.

    Marketplace Product Page: https://www.unrealengine.com/marketp...tealth-toolkit


    Features:

    • Top-Down Camera perspective.
    • Use Whistle, Gadgets, Suit Abilities, & Weapons to distract or disable AI Bots.
    • Place Exit Point & collectible Gems across the level to drive the core gameplay.
    • Patrol Guards that can respond to a wide variety of stimuli including the player character, incapacitated teammates, alarms, footstep & gunshot noises, & more.
    • Automated security devices like Cameras, Motion Sensors, Laser Security Systems, & Turrets function provide auxiliary support systems to assist the Patrol Guards & provide additional layers of challenge to the player.
    • A custom-built AI Perception system tailored specifically for developing Stealth games enable the AI agents to perceive stimuli through four different types of perception models: Visual, Aural, Intuitive, & Motion perception.
    • A Stimulus generation system that will enable the users to easily customize & add new types of perceivable events for the AI agents.
    • A Global Alert Level system that controls the activation of automated security devices like lasers & turrets, as well as the deployment of reinforcement patrol guards.
    • A Loadout selection system that enables players to select gadgets prior to the starting of each mission.
    • A Mission Stats Display system that tracks & updates high score information for every level.


    Technical Details:

    • Modular components are employed throughout the toolkit to handle special functionalities & aid in the creation of new variations to existing entities with minimal coupling.
    • The Global Alert Level system controls the Global Alert Meter by employing event dispatchers to continuously listen in new stimuli being perceived by AI agents across the level.
    • The AI Surveillance Controller directs the activation of all AI agents within the level. This system can be leveraged to create different starting conditions for each level, choosing to activate all security measures by default or have them activated in a modular fashion based on the overall threat perceived by the AI.
    • The AI Sensory Manager continuously evaluates all stimuli against various agents & assigns new objectives to the AI agents based on the results.
    • The Patrol Guard AI uses Behavior Trees to respond to the various objectives assigned by the AI Sensory Manager.
    • Event-driven logic used predominantly over continuously ticking services for HUD updates.
    • Blueprint function library employed to easily retrieve references to core gameplay actors from all blueprints.
    • Variables are categorized into 'User Defined' & 'Automatically Set' to easily identify customizable parameters.
    • The Game Mode handles initialization of all core gameplay actors from a single central location using a linear workflow design.
    • The Player Controller acts as a conduit for all low-level HUD update requests, while the Game Instance & HUD classes manage high-level HUD state modifications.
    • The Loadout selection menu uses a data-driven approach to create the UI elements, thus eliminating the need for manual HUD changes when adding/removing gadgets.


    Intended Platform: Windows

    Optimized for: Unreal Engine v4.16. [Features added in newer versions of Unreal Engine may not be available in the older versions. Check out 'Updates change log' in the following post to see the features that are available in different versions.]


    Gameplay demo of the v2.1 Top Down Stealth Toolkit (Windows): https://goo.gl/McQZYL


    Planned features for next update:

    - To be listed soon


    Preview Screenshots:

    Screenshot1
    Screenshot2
    Screenshot3
    Screenshot4
    Screenshot5


    Preview Videos:

    1. Top Down Stealth Toolkit v2.0 Features Preview: Stimulus Classes



    2. Top Down Stealth Toolkit v1.0 Preview:




    Please feel free to leave your suggestions & feedback as it will definitely be valuable in improving the product in future updates. Alternatively, you can also reach me through the support email id: rohitmohan.k@outlook.com.
    Attached Files
    Last edited by Stormrage256; 10-07-2017, 08:14 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  • #2
    Additional Information:

    1. Documentation: https://forums.unrealengine.com/show...l=1#post453451


    Update Change Logs:

    1. v1.1 Update Change Log: https://forums.unrealengine.com/show...l=1#post521275

    2. v1.2 Update Change Log: https://forums.unrealengine.com/show...l=1#post558047

    3. v1.3 Update Change Log (UE v4.13): https://forums.unrealengine.com/show...l=1#post607883

    4. v1.4 Update Change Log (UE v4.13): https://forums.unrealengine.com/show...l=1#post616995

    5. v2.0 Update Change Log (UE v4.16): https://forums.unrealengine.com/show...l=1#post722051

    6. v2.1 Update Change Log (UE v4.16): https://forums.unrealengine.com/unre...94#post1365894


    Tutorials/Basic Concept Overviews:

    1. Top Down Stealth Toolkit Basics - Patrol Bot Movement System: https://forums.unrealengine.com/show...l=1#post455009

    2. Top Down Stealth Toolkit Basics - Vision Arcs: https://forums.unrealengine.com/show...l=1#post459450

    3. Top Down Stealth Toolkit Basics - Gadgets: https://forums.unrealengine.com/show...l=1#post459460

    4. Top Down Stealth Toolkit Basics - Operational Cost Levels https://forums.unrealengine.com/show...l=1#post557584

    5. Top Down Stealth Toolkit Tutorial - How to Migrate the Patrol Bots to a new Third Person/First-Person project: https://unrealpossibilities.blogspot...orial-how.html

    6. Top Down Stealth Toolkit Tutorial - How to create customized Laser Security Systems: https://forums.unrealengine.com/show...l=1#post642794

    7. Top Down Stealth Toolkit Tutorial - How to modify the size of the noise pulse emitters: https://unrealpossibilities.blogspot...orial-how.html

    8. Top Down Stealth Toolkit Basics - Stimulus Types: https://forums.unrealengine.com/show...l=1#post722820

    9. Top Down Stealth Toolkit Basics - AI Perception: https://forums.unrealengine.com/show...l=1#post724054

    10. Top Down Stealth Toolkit Tutorial - How to create a new custom Interest Stimulus: https://forums.unrealengine.com/show...l=1#post724888

    11. Top Down Stealth Toolkit Tutorial - How to control the AI Perception model for AI agents: https://forums.unrealengine.com/show...l=1#post726607

    12. Top Down Stealth Toolkit Basics - Global Alert Level System: https://unrealpossibilities.blogspot...cs-global.html


    FAQ:

    1. Does the vision cones update their shape based on the obstacles in their path? Also, is it possible to resize them?
    A: Yes the vision cones continuously gets updated based on any obstacles it encounter in it's path. Yes, the vision cone dimensions can be changed using a couple of the variables from the AI bots blueprints. For more details, check this out: https://forums.unrealengine.com/show...l=1#post455607

    2. How can I turn off the Gadget Selection Menu that pops up at the start of a level?
    A: The BP_GameMode blueprint has a boolean variable named 'SelectGadgetsAtLevelStart'. It determines if the Gadget Selection Menu will be displayed or not. So to turn off the menu, just set this variable to false.
    Last edited by Stormrage256; 10-15-2017, 08:31 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

    Comment


    • #3
      Documentation (v1.1):

      BP_PlayerCharacter:

      The player character class handles all the input logic for the toolkit. Core functionalities include character movement & sprint/stamina mechanics, contextual footstep noises, gadget activations, & aiming assists for gadgets that require manual target confirmations.

      BP_PlayerController:

      The player controller class is responsible for creation/deletion of high level HUD widgets as well as runtime HUD updates for mission timers. gadget buttons, etc. It also handles spawning of Aim Plane actor that is used for accurate cursor positioning for aim assists.

      BP_PlayerHUD:

      Initiates high level HUD state changes.

      BP_TDSTGameInstance:

      Stores information about the gadgets.

      BP_TDST_GameMode:

      The game mode class handles functions that keep track of gem collection, spawning of the Exit Point actors as well as the End Game logic. It also has optional support for activating vision arc optimizations, since having a lot of dynamically updating vision arcs is quite expensive. It is best to use the optimization features only if performance issues are evident as the cost of running this feature otherwise could reduce the performance slightly.

      BP_PatrolAI_Parent:

      The base class for AI patrol bots & parent class of BP_PatrolAI_Melee & BP_PatrolAI_Ranged. This class handles state changes & operational cost levels, while the linked Behavior Tree handles sensory input management. Other inbuilt functions include patrol waypoint calculations as well as updates to alert meters, both direct & peripheral. It also uses AI Perception to detect sounds & other default components to display bot state & peripheral alert status, while a custom vision arc component handles dynamic updates to the vision arc.

      BP_PatrolAI_Melee & BP_PatrolAI_Ranged:

      The melee class does not contain any additional threat detection/management logic apart from what it derives from the parent class, while the ranged class uses a custom laser tracker component to lock on to targets.

      BP_AIController_PatrolAI:

      Initializes the Behavior Tree & updates the blackboard values at runtime based on the bot state changes in BP_PatrolAI_Parent class.

      BT_PatrolEnemyAI & BB_PatrolEnemyAI:

      Handles the patrol bot behavior through various tasks & blackboard data based on the activation of different bot states. Also contains service to handle threat detection.

      BTS_VisionCheck:

      Handles threat detection logic for patrol bots by searching for player character at regular intervals & evaluating if it's within the direct or peripheral vision range. Uses distance, angular & line trace checks along with the hearing sense data from the AI perception component to determine the control bot states.

      BTT_TakeAimAtTarget:

      Activate laser tracking system for ranged bots to lock on to the active target.

      BTT_CallEndGameLogic:

      Calls the end game logic from the Game Mode.

      BTT_EndCurrentPatrolCycle:

      Ends active patrol cycle based on the patrol movement type.

      BTT_ExecutePatrolMovement:

      Issues move order to patrol bots based on the associated movement type.

      BTT_MoveToTargetLocation:

      Used by patrol bots to move to suspicious locations in investigation mode.

      BTT_InspectCurrentLocation:

      Used by patrol bots in investigation/alarmed state to search around a suspicious location. The number of sweep searches as well as speed can be changed easily by adjusting the parameters for the same.

      BTT_KeepTargetInFocus:

      Keeps the bot focused on the active target

      BTT_SetActiveThreat:

      Updates the blackboard value to store information about a new target.

      BTT_SetNewPatrolLocation:

      Calculates next patrol waypoint & sets target point actor at the location.

      BTT_SetNewTargetLocation:

      Set target point actor at target location & updates the blackboard with the new information.

      BP_StationaryAI_Parent:

      The base class for stationary AI bots & parent class of BP_StationaryAI_Camera & BP_StationaryAI_Turret. This class handles threat detection, state changes & operational cost levels, while leaving the behavior of the bot during different states, to the child classes. Similar to the patrol bots, the stationary bots also use a custom vision arc component that dynamically updates the vision arc based on overlapping obstacles.

      BP_StationaryAI_Camera:

      Handles surveillance movement for the camera bots. Also contains functionality to alarm nearby patrol guards, once it detects a potential target.

      BP_StationaryAI_Turret:

      Uses an automated laser tracker component to lock on to targets.

      BPC_AutomatedLaserTracker:

      Custom component used by ranged offensive AI bots to lock on to a single target before firing a shot. Laser beam emitter used to display los to the target.

      BPC_VisionArcVertexManager:

      Custom component used by actors that require a Vision Arc. This component updates the individual vertices of the custom mesh components that make up the Vision Arc based on the obstacles in parent actor's vision range.

      BP_AimPlane:

      This actor is spawned at level start to retrieve the cursor location at positions higher than ground level (the normal hit result location) so as to provide the player with an accurate aiming assist while using gadgets that require manual targeting with the cursor. Does not contain any code within itself.

      BP_AlarmTarget:

      Disposable actor used by AI bots to trigger a noise alarm that attracts nearby AI bots to the actor's location.

      BP_ExitPoint:

      The Exit Point serves as the final objective for the player and gets activated by the Game Mode once the player has collected all the gems scattered throughout the level. Uses collision overlap to call end game logic.

      BP_Gems:

      Collectible actors that can be placed around the level and serves as one of the primary objectives of the game. The Game Mode keeps track of the collected gems as well as the total number of gems in the level & activates exit point based on this information. Uses basic overlap events to update the HUD & game mode once a gem is collected by the player.

      BP_VisionArcOptimizer:

      Determines if the vision arcs need to be rendered based on whether they're on screen or not. Can provide a significant performance boost if there are many actors with vision arcs in the level.

      BP_WaypointNode:

      Used as anchor points for pathing when movement type of patrol bots are set to 'FixedWaypoints'. Does not contain any relevant code within itself.

      BP_ProximityShockMine:

      Deployable gadget that uses basic collision overlap to temporarily deactivate the first patrol bot that ventures too close to the actor. Destroys itself once used up.

      AnimBP_Parent & AnimBP_PatrolAI:

      Basic animation updates based on the character velocity.

      AnimBP_Player:

      Basic animation updates based on the character velocity plus anim notifies to handle footstep noises while running.

      BPI_TargetLockOnSystem:

      Interface implemented by actors that use the Automated Laser Tracker component.

      BPI_VisionArc:

      Interface implemented by actors that use Vision Arc Vertex Manager component.

      Widget_TopDownHUD:

      The Top Down HUD handles all the major in-game HUD updates including HUD updates for stamina bar, gem collection stats, whistle & gadget button activations/state changes.

      Widget_GameOverHUD:

      Handles the end game UI interactions. Supports game restart & quit to desktop functionalities.

      Widget_LoadoutMenu:

      The Loadout menu enables the player to select a gadget from a list of all the gadgets specified in the gadget data array before starting the level.

      Widget_GadgetsGridPanel:

      Modular container panel that displays all the gadgets using a custom grid panel. It dynamically adjusts it's position & size based on the number of gadgets as well as set of parameters defined by the designer.

      Widget_GadgetSelectionButton:

      Enables selection of a gadget based on the associated button index within the Gadgets Data Array.
      Last edited by Stormrage256; 05-18-2016, 11:13 AM.
      Dev blog: Unreal Possibilities
      Youtube channel
      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

      Comment


      • #4
        Top Down Stealth Toolkit Basics #1: Patrol Bot Movement System

        The Patrol bots in Top Down Stealth Toolkit are equipped with three different types of patrol movement system: Stationary, FixedWaypoints, & RandomWaypoints. This setting can be changed from the 'PatrolMovementType' enum variable listed under the 'User Defined' category for Patrol Bots as shown:

        Click image for larger version

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        1. Stationary Movement Type: The Stationary movement type setting is used for patrol bots that are assigned to guard a particular location without actual patrol movement. They will however move out to investigate any suspicious activity in their vicinity. Upon failing to find the player under any circumstances, these bots will always return to their original guard location.

        2. FixedWaypoints Movement Type: The Fixed Waypoints system is used to create well defined paths for patrol bots. This is accomplished using a combination of custom Waypoint actors as well as an array to store references to these waypoints in a fixed order. In order to create a patrol path using this system, drag in the BP_WayPointNode actors into the level to create a set of path points. Now under the 'User Defined' category of the patrol bot actor, add new elements to the 'FixedWaypointsArray', and then select the Waypoint actors [screenshot below] from the dropdown in the order in which the bots are required to traverse them. Bots that have been interrupted from this behavior by the player will always return to this designated path once they lose track of the player.

        Click image for larger version

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        3. RandomWaypoints Movement Type: Patrol bots assigned with this movement type will keep moving between randomly selected destinations at run time. Adjust the value of the 'RandomWaypointRadius' variable within the BP_PatrolEnemyAI_Parent blueprint to change the radius of search for the new waypoints.

        Check out 0:54 of the Top Down Stealth Toolkit preview video to see all three patrol movement systems in action:

        Last edited by Stormrage256; 07-01-2016, 01:03 AM.
        Dev blog: Unreal Possibilities
        Youtube channel
        FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
        Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
        Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

        Comment


        • #5
          Hi, daft question, but how do I resize the vision cones?

          Comment


          • #6
            Originally posted by Daltone View Post
            Hi, daft question, but how do I resize the vision cones?
            Hi Daltone, if you select any of the bots in the level, you'll be able to find two attributes 'VisionRange' & 'HalfVisionAngle' under the 'User Defined' category [see attached image]. You can adjust these values to change the size of the vision cone.

            Alternatively, you can change it within the AI blueprints class itself to have it affect all AI units of that particular type.
            Attached Files
            Last edited by Stormrage256; 10-12-2016, 02:23 AM.
            Dev blog: Unreal Possibilities
            Youtube channel
            FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
            Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
            Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

            Comment


            • #7
              Thanks, I think I must have gone temporarily blind. Nice toolkit though!

              Comment


              • #8
                Originally posted by Daltone View Post
                Thanks, I think I must have gone temporarily blind. Nice toolkit though!
                Thanks Daltone. I'll be posting more information regularly on how to work with different parts of the toolkit.
                Dev blog: Unreal Possibilities
                Youtube channel
                FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                Comment


                • #9
                  Top Down Stealth Toolkit Basics #2 (v4.11): Vision Arcs

                  The Vision Arcs in Top Down Stealth Toolkit are created using Custom Mesh Components & updated at runtime based on the obstacles in the near vicinity of it's parent actor. They primarily serve the purpose of conveying information about the AI Line of Sight to the player, while the functional parts of AI threat detection are handled elsewhere. Due to this modular approach, the properties of the vision arcs can be modified without worrying about making changes to the AI threat detection logic.

                  The implementation of Vision Arcs in the toolkit is comprised of 4 different parts:

                  1. The Vision Arc Custom Mesh Component enable the vision arcs to dynamically change their shapes based on the obstacles in the near vicinity of it's parent actor.

                  2. The Vision Arc Vertex Manager is a custom scene component responsible for the calculation of the vision arc vertices at runtime. Once it calculates a new set of vertices, it sends them to the parent actor through the 'BPI_VisionArc' interface so that the Vision Arc Custom Mesh Component can be updated using this information.

                  3. The blueprint interface BPI_VisionArc provide the parent class with the functions necessary to create the vision arc & initialize it's default parameters, handle runtime vertex updates, & dynamically update it's rendering status based on the requirements.

                  4. The Vision Arc Bounds is a box collision component that continuously searches for any obstacles in the vision arc range & thus determines whether the Vision Arc Vertex Manager needs to process further updates. This ensures that the expensive vertex update calculations are processed only when required & thus helps increase the performance.

                  Click image for larger version

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                  The following parameters can be used to edit the properties of the Vision Arcs for AI bots:

                  1. VisionRadius: The Vision Radius parameter determines both the visual range of the vision arc as well as the associated threat detection range for the bots. This can be used to produce different types of vision arcs for different types of bots. For example, a melee bot might have less vision range, while a ranged bot could have large vision range.

                  2. VisionAngle: This parameter can be used to control the angular range of the vision arcs and hence can be used to produce different types of vision arcs for different types of bots. However having multiple AI bots with very high vision angles can reduce performance, as the vertex update calculations for a vision arc increases with increase in it's vision angle.

                  Click image for larger version

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                  Last edited by Stormrage256; 10-12-2016, 02:24 AM.
                  Dev blog: Unreal Possibilities
                  Youtube channel
                  FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                  Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                  Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                  Comment


                  • #10
                    Top Down Stealth Toolkit Basics #3: Gadgets

                    The Top Down Stealth Toolkit comes with a set of gadgets that enable the player to get around the AI bots. In order to facilitate selection of gadgets from the loadout menu at level start, all information about the gadgets are stored in the Gadget Data Array variable in the BP_TDSTGameInstance class. The Gadget Data Array holds information such as the gadget description, cooldown delay, number of uses, etc as shown below:

                    Click image for larger version

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                    It can also specify whether the gadget has been unlocked or not. This information is taken into account when the Loadout menu displays the list of available gadgets to the player & can be used to control the availability of different gadgets based on player progression.

                    Gadgets: As specified in the Gadget Data Array, the Gadgets can be used only a limited number of times. The number of gadget activations remaining is displayed through the UI element for the same. Gadgets also have a cooldown interval during which they cannot be used.

                    1. EMP: The EMP is an instant activation device that deactivates all cameras & turrets in range for a short duration.

                    2. Proximity Shockmine: The Proximity Shockmine is a deployable actor that delivers powerful electric shocks to stun a single target. It works based on the principle of overlaps & deactivates the first patrol bot to pass through it for a limited period of time.

                    3. Stun Gun: The Stun Gun is a non-lethal firearm that can temporarily knock out patrol bots from a distance. Unlike the other gadgets, the stun gun requires manual targeting using the mouse cursor. Splines are used to provide visual aim assists from the player towards the target.


                    Apart from the Gadgets, the player character can also use a Whistle to distract enemy patrol bots. It basically creates a noise which can be picked up by the bots with Hearing Perception. The Whistle has unlimited usage & doesn't have any cooldown requirements.
                    Last edited by Stormrage256; 10-12-2016, 02:25 AM.
                    Dev blog: Unreal Possibilities
                    Youtube channel
                    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                    Comment


                    • #11
                      I've been working on the first update over the past few weeks. The main focus of this update since the beginning was to find ways to make the vision arc rendering less expensive. While the actual line trace based calculations doesn't offer much leeway in terms of cost reduction, I've found other ways to greatly optimize the vision arcs. These include checks to identify if the vision arcs are within visible screen space as well as less expensive obstacle checks to set the operation cost levels of enemy AI dynamically. Based on the operation cost level, the bots may turn off the line trace calculations for vision arc, player search logic, or both, thus essentially turning on/off expensive features based on the requirements.

                      Apart from this, I had been kind of troubled with the class hierarchy for the enemy AI. The Top Down Stealth Toolkit v1.0 comes with the following level of hierarchies:
                      1. At the highest level, we have the Enemy AI Parent class derived from the character class.
                      2. At the second level, we have two classes: Patrol AI Parent & Stationary AI Parent class, both derived from the Enemy AI Parent class.
                      3. At the final level, we have two classes derived from Patrol & Stationary AI Parent classes each.

                      The problem with this approach was that the Stationary AI class inherit unnecessary components like character movement component & skeletal mesh component from the Enemy AI parent class. I could have made them into separate entities but since I wanted both types to be able to use vision arcs, I decided to derive them from the same class & implement the vision arc logic in the Enemy AI Parent class. So I started searching for more cleaner & alternative approaches & came upon the concept of composition, thanks to zoombapup mentioning it in an old forum post. After doing some research on component based workflow, I decided to use the Vision Arcs as custom components that can be added to any class. This modular approach along with the use of interfaces have helped to remove the unnecessary Enemy AI Parent class & instead have Patrol AI Parent & Stationary AI Parent as two separate entities, each containing only what is required of them. The vision arcs are now added as components to both the classes.

                      The other major changes that have been made so far include a new Turret bot AI, the use of Setter functions instead of setting exposed variables of a class from another class directly, more optimized AI threat detection logic, etc. I'm also planning to implement an optional gadget selection screen at level start, as well as looking into the prospects of implementing the gadgets as components.

                      I hope to finish work on this update by sometime next week & in time for the official Unreal Engine v4.11 release. There hasn't been any updates about what's happening with the updates for this toolkit, so I just wanted to give a heads up about that.
                      Dev blog: Unreal Possibilities
                      Youtube channel
                      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                      Comment


                      • #12
                        Preview Video for the new Gadget Selection Menu: [Part of the upcoming v1.1 update]



                        The Gadget Panel is created dynamically based on a new array that holds information about all Gadgets including gadget type, unlocked status, description, etc. This data driven approach ensures that the panel adjusts its size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new gadgets are added into the project.

                        By changing the parameter for number of columns, the grid layout automatically adjusts itself. [See attached images]
                        Attached Files
                        Last edited by Stormrage256; 10-12-2016, 02:25 AM.
                        Dev blog: Unreal Possibilities
                        Youtube channel
                        FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                        Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                        Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                        Comment


                        • #13
                          Here's a short preview of couple of new features that is coming in the v1.1 update.

                          The Automated Laser Component can be added to any of the bots that require a target lock-on system. Just activate the tracking system when necessary & it will use the associated interface functions to lock-on to the active target.

                          The new Turret bot acts as the offensive counter part of the camera bot. While it offers a very limited static range of vision, it's quick lock on timer enables it to take down targets with ease.

                          Dev blog: Unreal Possibilities
                          Youtube channel
                          FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                          Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                          Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                          Comment


                          • #14
                            Hi, I will not have access to my computer until this coming Monday & hence will not be available in the forums. However I will have access to my mail. So if anyone has any queries regarding the toolkit, you can reach me at: rohitmohan.k@outlook.com
                            Dev blog: Unreal Possibilities
                            Youtube channel
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                            • #15
                              This is great, one idea to enhance the AI would be to add a state so that once the player is detected, the enemy will look around and occasionally follow the same path/area of the player for a while, even if the player has escaped from view. I think this would make the AI more intelligent and less predictable, otherwise as with most games the AI basically has the memory of a gold fish :P. Another idea is once you've been spotted, the AI could then alert nearby AI. These are just some idea that I think would enhance the stealth aspects, but I'm pleased with the template and you will see how I get on using it in the UE4 G+ community.
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