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UE5-Modular-Game-Framework/docs/blueprints/08-weapons/Weapons_AI_Adaptive_QuickSheet.asset.md
Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2026-05-20 15:34:06 +03:00

4.5 KiB

Weapons, AI & Adaptive — Asset Creation Sheet (31 assets)

UE5 Path: Content/Framework/Weapons/, Content/Framework/AI/, Content/Framework/Adaptive/


Weapons (08-weapons — 10 remaining BP assets)

BP_WeaponBase (Actor)

Parent: Actor → Add SkeletalMesh, ArrowComponent (muzzle)

Variable Type Default
WeaponData DA_ItemData Assign
AmmoLoaded Integer 0
FireMode GameplayTag Framework.Combat.FireMode.SemiAuto
MuzzleFlashFX ParticleSystem Assign
FireSound SoundBase Assign

Implements: I_Interactable, I_UsableItem

BP Components (attach to player/enemy pawns)

Component Key Variables
BPC_AmmoComponent ReserveAmmo(Int), MaxReserve(Int), AmmoType(GameplayTag)
BPC_CombatFeedbackComponent bShowHitMarker(Bool), HitMarkerDuration(Float)
BPC_DamageReceptionSystem C++ done — attach directly
BPC_DeathCauseTracker LastDamageType(GameplayTag), LastKiller(Actor)
BPC_FirearmSystem CurrentFireMode(GameplayTag), bChamberEmpty(Bool)
BPC_HitReactionSystem FlinchAnimation(AnimMontage), KnockdownAnimation(AnimMontage)
BPC_MeleeSystem ComboCount(Int), CurrentComboWindow(Float)
BPC_RecoilSystem RecoilPattern(CurveVector), RecoilRecoverySpeed(Float)
BPC_ReloadSystem ReloadTime(Float), bTacticalReload(Bool)
BPC_ShieldDefenseSystem ShieldHealth(Float), BlockAngle(Float)

AI (09-ai — 9 BP assets)

BP_EnemyBase (Character)

Parent: Character → Add SkeletalMesh, Capsule, AI Perception

Variable Type Default
EnemyData DA_EncounterData Assign
AlertLevel GameplayTag Framework.AI.Alert.Unaware
Archetype GameplayTag Framework.AI.Archetype.Patrol

Components

Component Purpose
BPC_AlertSystem Suspicious → Alerted → Combat state machine
BPC_AIStateMachine Patrol/Search/Combat/Flee transitions
BPC_AIMemorySystem Last known locations, threat history
BPC_AIPerceptionSystem Sight, hearing, damage sense
BPC_BehaviourVariantSelector Weighted random behavior selection from DA_BehaviourVariant set

Other AI Assets

Asset Type Purpose
BP_PatrolPath Actor + Spline Patrol waypoints
AI_BaseAgentController AIController Behavior tree runner
BB_AgentBoard Blackboard AI keys (Target, LastLocation, AlertLevel, etc.)

Adaptive (10-adaptive — 13 BP assets)

Components

Component Purpose
BPC_DifficultyManager Dynamic difficulty scaling based on player metrics
BPC_FearSystem AI + player fear states, cower, flee
BPC_PerformanceScaler LOD, spawn distance, effect quality
BPC_ProceduralEncounter Difficulty-based spawn group generation
BPC_AdaptiveEnvironmentDirector Room mutation, event coordination
BPC_AtmosphereStateController Room tone, tension, mood
BPC_AudioAtmosphereController [DEPRECATED — use SS_AudioManager]
BPC_LightEventController Flicker, dim, color shift, strobe
BPC_MemoryDriftSystem Visual/audio/dialogue distortions (stress-based)
BPC_PacingDirector Intensity bands, encounter frequency, music
BPC_PlaystyleClassifier Aggressive/Stealthy/Explorer/Balanced
BPC_RareEventSystem Weighted rare event selection + cooldown
BPC_ScareEventSystem Jump scares, anticipation, recovery
SS_AudioManager GameInstanceSubsystem — MetaSounds entry point
BP_RoomAudioZone TriggerVolume — auto-switches room reverb

Test Weapons

  • Pick up weapon → attaches to hand socket
  • Fire → muzzle flash + recoil + ammo count decreases
  • Empty magazine → auto-reload (or click Reload)
  • Melee → combo counter increments

Test AI

  • Patrol path → enemy walks waypoints
  • Player enters sight → alert level rises → chase begins
  • Player hides → enemy loses sight → searches last known location
  • Combat → enemy uses behavior variant (flanking, cover, rush)

Test Adaptive

  • Player dies frequently → difficulty decreases (fewer enemies, more health)
  • Player excels → difficulty increases
  • Stress high → memory drift distortions activate
  • Scare event triggers → jump scare sound + visual plays