1.7 KiB
1.7 KiB
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
VariantTagmust be uniqueAggressionLevelmust 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