The October Sale is here! Save 50% on select products now through October 24.

Squad & Team Combat AI

Advent Games - Oct 6, 2021

A squad and team combat AI solution, without using behaviour tree's. The AI finds cover automatically in the world geometry and receives orders from the squad leader, like which targets to engage.

  • Supported Platforms
  • Supported Engine Versions
    4.26 - 4.27
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Overview: https://youtu.be/xQ9Vt7hqVJY 

32 NPCs Stress Build: https://mega.nz/file/RGJ3DQpC#dk0TXV5QUreyRYEvOfFgHdFcPyGNBbU-2XmnXA7QX3A


This AI system allows an infinite number of teams, composed by an infinite number of squads to battle each other. (To a limit caused by performance of course). With 2 combat behaviors, the AI can analyze the world geometry and find suitable cover automatically or it can charge its target with an aggressive movement, while shooting. The system also comes with example shooting, crouching, damage and animation system for the NPCs (And player, if pawn possessed by a player). 

Technical Details

Features: 

  • Infinite number of teams composed by an infinite number of squads. (Limited by performance of course) 
  • Dynamic cover system, with no need to pre-place cover. (The AI scans the world geometry automatically) 
  • Cover based behavior or aggressive movement attack behavior. 
  • Easily editable code. (Commented and organized, to make editing or adding of new logic easier) 
  • Example shooting, crouching, damage and animation system for the NPCs 

 

 

Number of Blueprints: 4 (2 as example character and game mode) 

Input: Keyboard and mouse 

Network Replicated: Yes 

Supported Development Platforms: 

Windows: Yes 

Mac: Yes 

Documentation: - Overview: https://youtu.be/xQ9Vt7hqVJY 

Important/Additional Notes: This system does not use behavior trees, it's made in regular blueprint code by using an actor component that is attached to the AI pawn.