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Cover System Preview Video

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The framework can be used to implement cover mechanics for an AI. It analyzes the level geometry to generate cover information that the AI can use in its decision-making. The system is fully procedural and dynamic - no hand-placing is required. Furthermore, the system can adapt to changes in level geometry, so movable objects can be used as a cover. The build process is executed in a separate worker thread, allowing non-blocking runtime generation.

The plugin introduces a set of tools that can be used to implement cover mechanics for your AI, including new behavior tree nodes and environment queries.

The system is implemented in C++ to get the advantage of multi-threading and compact entity memory for faster performance.


AI Cover System update 1.3

  • Added: Manual Cover Point - points that can be hand-placed to level to generate covers to arbitrary locations.

Note: Update is available for UE 5.1 and UE 5.2 only.

Technical Details

Features:

  • Procedural cover generation from level geometry
  • Blueprint API to access the generated cover data
  • Multi-threaded dynamic runtime generation of covers
  • Behavior tree library to implement cover mechanics for an AI


Code Modules:

  •  AICoverSystem (Runtime)


Number of Blueprints: 0

Number of C++ Classes: 15

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows, (others not tested)

Documentation: Online PDF

Cover mechanics example project: Download Here


Important/Additional Notes:

The plugin does not provide ready-working AI - you must implement the game-specific mechanics yourself. Check the example project for basics.

FI
Fullstag Interactive
All Assets by Author
28.75 
Platforms Windows 64-bit
UE Versions 4.27, 5.0 - 5.2
Tags AI, GENERATOR, GAMEPLAY
Release date 21.09.2022

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