Open World AI Spawn System

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An easy to use spawn system that will save you a lot on performance in open world games. Spawning and despawning are both taken care of by the Blueprints in this project, example AI is also included.

  • Supported Platforms
  • Supported Engine Versions
    4.17-4.18

Description


A system intended for bigger more open levels that makes it easier to spawn and de-spawn enemies without relying on a setup with a ton of trigger boxes.

This package contains a very accessible spawn system that you can easily combine with your own AI.

The spawn system makes sure that when your player is too far away from AI, it doesn't exist. it's only there when it needs to be there.

It also allows you to spawn different groups of AI and add randomization. It's been made 100% in Blueprints and it's easy to read/expand upon.

If you are working on an open world game, or a game with bigger levels this system will probably help a lot in performance.

It will also help you save time by quickly setting up spawn points.

This package contains some basic AI in there mostly done for demonstration purposes. (Done in Blueprint)


AI included in this package:

  • Roaming AI (Walk around to random locations within a set area)
  • Stationary AI (Perfect set-up for spawning NPC's or vendors)
  • Path AI + Path system (An easy to use path system so you can set-up AI paths in a matter of seconds) (the spawned AI will then follow the path you assign)
  • All AI can be friendly or enemy. (If it's set to enemy it will behave as a simple Zombie AI)


Download a playable demo here: https://goo.gl/ezbCcy

(Intentionally kept some spawn distances smaller so you get to see the AI spawn)

If you have ideas for packages you'd like to see or if you have questions you can contact me here: https://goo.gl/XtWAmF

Technical Details


List of Features:

  • A spawn and de-spawn system perfect for open world games.
  • Cleans up after itself to make sure it's very performance friendly.
  • Example AI. (Friendly and basic zombie AI)
  • A path system. (easily set-up a path for your AI to follow)
  • Well documented Blueprints and easy to expand upon with your own variables.
  • Does not rely on trigger boxes. (The system is set-up to calculate the distance to the player and use this information to make decisions)


Documentation: Available via videos:

(Intentionally kept some spawn distances smaller so you get to see the AI spawn)


Number of Blueprints: 4 (Plus a few for the example AI and other.)

Network Replicated: No

Platforms Tested: Windows

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