Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints
Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints Combat System AI Framework NPC Behaviors | Blueprints

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 UM is also capable of creating 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.


Universal Monster v1.4 now introduces flying, swimming, and navmesh-free movement with dynamic avoidance. UM has become the only AI product on the marketplace that allows you to create AI exactly how you want them instead of how the product developer wants them. Your dragons can now soar through the skies and your sea monsters can now dominate the seas. AI can transition from walking to swimming or flying and then back with ease. With this latest Universal Monster update there is now no need for you to have a giant navmesh bounds covering your entire map. It is still recommended to use a navmesh in "maze-like" areas, such as caves, so the AI can traverse them with greater ease. UM can automatically determine if the navmesh exists, and will use it when it does. No extra work on your part! Universal Monster truly is the only universal AI kit that exists on the marketplace.


Demonstrations

Video Tutorials

Documents

Discord Support

Orbital Market Link


Games Using UM:

Kingdom of Atham: Crown of the Champions


Monsters by Protofactor INC. are NOT included


Plugin Update v2.0: Price increase to $199.99

• C++ Plugin: Much of UM, such as the heavy math in the formations, will be converted to C++

• Plugin Settings: When UM is a plugin it can then have its own easily configurable settings

• AI Group Logic: Attack in Unison, Surround Target, Split up Evenly, etc.

• Rework Data Tables: Behaviors, Tasks, Factions, etc. will get an overhaul to allow direct data table row referencing

Technical Details

• Multiplayer Support: Network Replicated

• Animation Blueprint: Adaptable to any Skeleton

• Easy to Use: Simply add a Component and Interface to your existing Character

• Flying and Swimming: All movement tasks support 3D movement

• Dynamic Movement and Avoidance: All movement tasks work with or without a navmesh

• Melee Hit Detection: Easy to Setup

• Bullet Trace: Accounts for Gravity, Wind, and Drag

• Extremely Customizable Projectiles: Pattern, #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

• 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