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Lefteris Notas 411edea8ce add blueprints
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DA_BehaviourVariant — Data Asset

Parent Class: UDataAsset Dependencies: BPC_BehaviourVariantSelector Purpose: Defines AI behaviour variants — patrol patterns, aggression levels, flee thresholds, and combat tactics.


Variables / Structure

Field Type Description
VariantTag FGameplayTag Unique behaviour variant identifier
AggressionLevel float 0.0 (passive) to 1.0 (hyper-aggressive)
FleeHealthThreshold float Health % below which AI flees
CombatTactic ECombatTactic Flank, Rush, Ambush, Ranged, HitAndRun
PatrolSpeed float Walk speed during patrol (cm/s)
ChaseSpeed float Run speed during chase
DetectionModifier float Multiplier for perception ranges
ReinforcementCallRadius float Distance to call nearby allies
bCanUseCover bool AI can use cover points
PreferredWeaponType EWeaponType Melee, Ranged, Throwable

Gameplay Tags

  • Namespace: Behaviour.<Type> (e.g., Behaviour.Aggressive, Behaviour.Stealthy)

Validation Rules

  • VariantTag must be unique
  • AggressionLevel must be 0.0-1.0

Example Data

Field Value
VariantTag Behaviour.Aggressive.Hunter
AggressionLevel 0.8
FleeHealthThreshold 0.15
CombatTactic Flank

Consumed By

Reuse Notes

  • Behaviour variants are data-driven; new tactics added without code
  • Variant selection is influenced by difficulty, fear, and narrative state