
AI-controlled NPC for a Game (using Unreal Engine)
Project Title: AI-Controlled NPC for a Game using Unreal Engine (C++)
Project Summary
This project focuses on designing and implementing intelligent Non-Playable Characters (NPCs) in a 3D game environment using Unreal Engine and C++. These NPCs use artificial intelligence to interact with the player, navigate the game world, and respond dynamically to changing situations.
Core Components
Behavior Tree and Blackboard System
- Defines the decision-making process for NPCs using Unreal’s AI framework.
- The blackboard stores data (like player position or health), while the behavior tree dictates how the NPC reacts.
Perception System (AISense)
- NPCs detect players using sight and sound via UAIPerceptionComponent.
- Triggers behaviors like chasing, hiding, or calling for backup.
Navigation and Pathfinding
- NPCs use NavMesh to move through the environment.
- Pathfinding is handled by Unreal's AIController in C++.
State Machine in C++
- Defines AI states (Idle, Patrol, Alert, Attack, Flee).
- Transitions between states are managed through C++ logic based on game events.
Combat and Interaction Logic
- NPCs can attack the player, dodge, or use cover.
- Implemented with C++ for precise control and optimization.
Animation Integration
- NPC behavior is linked with animation blueprints (e.g., walking, aiming, attacking).
- Triggered through C++ or animation montages.
Dynamic Difficulty or Learning (Optional)
- Adjusts NPC behavior based on player performance.
- Basic machine learning logic or rule-based systems in C++.
Technologies Used
- Unreal Engine 5
- C++ (with Unreal APIs: AAIController, APawn, UBehaviorTreeComponent, etc.)
- Behavior Tree and Blackboard
- NavMesh and Pathfinding
- Perception System (AISense_Sight, AISense_Hearing)
Learning Outcomes
- Hands-on experience with AI programming in C++
- Understanding NPC design principles: logic, perception, and decision-making
- Integration of AI with animations and environment
- Mastery of Unreal Engine's AI tools and navigation system
- Application of object-oriented design for scalable AI systems
Possible Enhancements
- Add teamwork among NPCs (coordinated attacks or formations)
- Introduce stealth mechanics (line of sight, hiding detection)
- Create boss-level AI with advanced behavior layers
- Use reinforcement learning for adaptive AI
- Expand to include dialogue or quest-related behaviors