Game Engine and Assets Leaks
Universal Monster Combat System AI Framework
Submitted by randomgu22, 13-06-2022, 04:44 AM, Thread ID: 244631
Thread Closed
13-06-2022, 04:44 AM
#1 Universal Monster (UM) is an easy to use NPC AI Combat Framework, which is meant to expedite your process of turning your character models and animations into fully functioning AI ready to populate your game world. From humanoids to magical fantasy beasts, UM has the ability to work with any skeleton as long as they have similar animations: idle, walk, attack, hit, etc. Universal Monster comes with a few default AI behaviors to help get you started, but is also capable of any behavior you can think of. UM has basic tasks that you decide when they are executed by giving them specific conditions, very similar to how an animation blueprint state machine works.
Demonstrations
Video Tutorials
Documents
Games Using UM:
Kingdom of Atham: Crown of the Champions (Demo Available)
Monsters by Protofactor INC. are NOT included
Movement Update v1.4: Price increase to $159.99
Movement States: Swimming & Flying
Movement Tasks: Option for non-navmesh movement
Avoidance: Non-navmesh movement obstacle avoidance
AI Group Logic: Attack in Unison, Spread among Multiple Targets, Group Alert, etc.
Technical Details
Multiplayer Support: Network Replicated
Animation Blueprint: Adaptable to any Skeleton
Easy to Use: Simply add BP_UMComponent to your existing Character or make a child of BP_UMEnemy
Melee Hit Detection: Easy to Setup
Bullet Trace: Accounts for Gravity, Wind, and Drag
Extremely Customizable Projectiles: #Shots, #PerShot, Angle, Spacing
Special Attack Hit Detection: AoE, Cone, Line, DoT
Spawnable Timers for Traces and Effects
Abilities System: Easy to Combine with any Stats System
Faction System: Manage Faction Relations
Stimuli Conditions: React differently based on Conditions
Paths: Any number of AI can use the same BP_UMPath
Roaming: Random Point within adjustable Radius of Spawn Location
Look Around: AI will Turn left or right using 45 or 90 degree Root-Motion Turning Montages
AI Movement while Attacking
Hit Reactions
Hit Effects: Knockback, Status Effect, SFX, VFX
Dynamic Group Formations: Customizable Spacing, Angle, Leader Position and More
Square Formation: Auto-Calculate units per row or set it manually
Wedge and Inverted Wedge Formations
Circle Formation: Automatically evenly spaces units and Leader can be in the center
Arc Formation: Automatic Spacing, Angle customization, and Leader can be in the center
V Formation: Adjust Angle to 180 to create Wall Formation or Angle > 180 to create Inverted V Formation
| Line Formation: Adjust Angle to create Echelon Formation
Mob Formation: Random location around Leader with adjustable Angle and EdgeDensity
Demonstrations
Video Tutorials
Documents
Games Using UM:
Kingdom of Atham: Crown of the Champions (Demo Available)
Monsters by Protofactor INC. are NOT included
Movement Update v1.4: Price increase to $159.99
Movement States: Swimming & Flying
Movement Tasks: Option for non-navmesh movement
Avoidance: Non-navmesh movement obstacle avoidance
AI Group Logic: Attack in Unison, Spread among Multiple Targets, Group Alert, etc.
Technical Details
Multiplayer Support: Network Replicated
Animation Blueprint: Adaptable to any Skeleton
Easy to Use: Simply add BP_UMComponent to your existing Character or make a child of BP_UMEnemy
Melee Hit Detection: Easy to Setup
Bullet Trace: Accounts for Gravity, Wind, and Drag
Extremely Customizable Projectiles: #Shots, #PerShot, Angle, Spacing
Special Attack Hit Detection: AoE, Cone, Line, DoT
Spawnable Timers for Traces and Effects
Abilities System: Easy to Combine with any Stats System
Faction System: Manage Faction Relations
Stimuli Conditions: React differently based on Conditions
Paths: Any number of AI can use the same BP_UMPath
Roaming: Random Point within adjustable Radius of Spawn Location
Look Around: AI will Turn left or right using 45 or 90 degree Root-Motion Turning Montages
AI Movement while Attacking
Hit Reactions
Hit Effects: Knockback, Status Effect, SFX, VFX
Dynamic Group Formations: Customizable Spacing, Angle, Leader Position and More
Square Formation: Auto-Calculate units per row or set it manually
Wedge and Inverted Wedge Formations
Circle Formation: Automatically evenly spaces units and Leader can be in the center
Arc Formation: Automatic Spacing, Angle customization, and Leader can be in the center
V Formation: Adjust Angle to 180 to create Wall Formation or Angle > 180 to create Inverted V Formation
| Line Formation: Adjust Angle to create Echelon Formation
Mob Formation: Random location around Leader with adjustable Angle and EdgeDensity
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