Utility AI

Utility AI System

GitHub Repository

View Repository on GitHub

Responsibilities

  • Collaborated with a programmer to build a modular Utility AI system in Unreal Engine.

  • Created a Character Blueprint for the AI Controller to Move, Crouch, Aim & Shoot and handled the tech anim side of things.

  • Worked with the Environment Query system for the AI to use while navigating around and performing behaviors such as Reposition, Strafe, Cover, Petrol & Flank.

  • Worked in setting up the Goal Generator and Goal Data using C++.

  • Also created a modular enemy class & weapon system to easily create different weapons and enemy classes with unique attributes.

  • Overall balancing and scoring of the AI System Combat Scenario.

Key Skills

Unreal Blueprint EQS Tech Anim C++ AI System System Design Combat Design

Design

Designed various AI Behaviors to simulate a battle arena scenario using various tactics and decision making ( Similar to shooter games like Division ).
Designed variables that impact the behaviors for the utility AI & worked on the scoring for them.

Design 1
Design 2
Design 3

Weapon Component

Created a small scale weapon component that works with player & AI. The modular design enables the user to create different weapons using property tab.

Weapon 1
Weapon 2

Environmental Query System

Used EQS to generate nodes in order to specific execute navigational behavior.

Weapon 2
Weapon 2

Cover EQS - Finds a cover that is hidden from all enemies , is near the target enemy and not reserved by any teammate.

EQS3

Reposition EQS to find a better position to shoot enemy with context to other enemies and teammates around.

EQS 4

List of EQS Context used for better node calculation results.

Character

Character 1
Character 2
Character 1
Character 2

Worked with Unreal’s Animation Blueprint to create Aim offset for the AI controller to look, aim & shoot along with other movement abilities.

Videos

Showcase

Example on how to use Behavior Data Component