The Architecture of a Living World for Unreal Engine 5.6
A high-performance, visual state machine for clear, debuggable, and complex decision-making. Replaces traditional Behavior Trees with explicit states and transitions.
AI agents query the world for opportunities using the Smart Objects system, offloading complex environmental scans for maximum performance and scalability.
Utilizes the MassEntity framework for thousands of lightweight background creatures, reserving full StateTree agents for "hero" NPCs and bosses.
The "Brain" - Executes StateTree logic.
The "Soul" - Holds all agent data.
`UNeedsComponent` reports `Warmth` is low.
`FStateTreeEvaluator` reads the low `Warmth` value.
StateTree transitions from `Patrol` to `SeekWarmth` state.
`FStateTreeTask` queries for `HeatSource` Smart Object.
Intelligent solo AI that senses, plans, and reacts.
Environmental combat sense and decision depth.
AI with emotional and physical presence via animation.
Multi-agent collaboration and shared awareness.
Low Population, High Complexity
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Full `ACatalystAIAgent` with a complex StateTree, multiple components, and unique behaviors. Ideal for bosses, quest givers, and squad leaders.
High Population, Low Complexity
Thousands of lightweight entities simulated in bulk. Perfect for herds, wildlife, and simple monsters, ensuring a populated world without the performance cost.
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Flank
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Overwatch
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Flank
Goblins claim Smart Object positions to surround the player's path, waiting for a shared signal to attack.
A goblin squad uses Smart Objects and shared perception to lay a trap.
A town guard reacts to a player from a hostile faction.
An alpha wolf leads its MassEntity pack on a hunt.
An NPC herbalist gathers multiple ingredients to craft an item.
An AI medic decides if it's safe to perform a rescue.
A low-level AI assesses a powerful player and decides to flee.