System description

ADS AI System is a lightweight system designed to simplify the setup of AI based on AI Perception, Behavior Tree, and Blackboard in Unreal Engine 5.

The system is based on an Actor Component added to an AI actor, generally a Character or Pawn controlled by an AI Controller. This component automatically configures AI perception, including sight and hearing, then exposes simplified settings for detection distances, vision angle, stimulus memory duration, and filtering detected Pawns.

ADS AI System can also automatically start a Behavior Tree at BeginPlay. When a Behavior Tree is used, the component retrieves the Blackboard associated with the AI Controller and provides Blueprint functions to easily read or modify Blackboard keys of type Bool, Float, Vector, Object, Name, String, Rotator, Enum, or Class.

The system also exposes Event Dispatchers and Blueprint functions to override in response to perception events. You can therefore trigger logic when a Pawn is seen, when a noise is heard, or when a raw AI Perception update is received.

ADS AI System does not replace development of complete AI. It does not automatically create patrol, attack, flee, dialogue, or decision-making behaviors. Its role is to provide a simple foundation for configuring perception, starting a Behavior Tree, manipulating the Blackboard, and reacting to information perceived by the AI.

The plugin can be used on its own, with Unreal Engine's native systems, or connected to other ADS Framework systems such as combat, dialogue, quest, or inventory systems according to the project's needs.