Settings Explained
In this part of the documentation you will find a collection of tables representing the settings of all the components included in the Advanced Companion AI.
COMPANION COMPONENT
Starting with the largest component, the Companion Component. This Component is assigned to any character that you want to be recognized as a Companion AI. In this Component, you can make all the settings that directly affect the AI and its behavior.
General AI Settings
Uses Root Motion
Determines whether the
Companion AI uses a root motion-based character or not.
Should Follow
Determines whether or not the
Companion AI will follow the player.
Can Wander
Determines whether the AI should
wander when in neutral area or not.
Use Area Detection
Specifies whether the AI should use
the area detection system.
Wandering Radius
Sets the radius for the neutral area and the wandering radius.
Follow Restriction
Specifies which follow method to
use.
AI Speed Settings
Maximal Speed
Sets the maximal speed of the AI.
Walking Speed
Sets the walking speed of the AI.
For Run Settings
Projection Method
Specifies the projection method
used by the projection system.
For Run Distance
Sets the distance, the AI should run
in front of the player when in For Run mode.
For Run Offset
Determines the offset direction (left
or right) of the predicted player location.
Offset Amount (For Run)
Sets the amount of offset in centimeters.
Hittable Classes
Defines an array of classes that are
hitable by the prediction system.
Landscapes are hitable by default.
Follow Behind Settings
Follow Distance
Sets the distance in centimeters
that the AI will follow behind the player.
Follow Behind Offset
Specifies the offset direction (left or
right) of the follow position.
Offset Amount (Behind)
Sets the amount of offset in centimeters.
Area Detection Settings
Detection Range
Sets the radius/area for area
detection.
Detection Sensitivity
Determines how many percent of
all area detection rays must hit something before the follow mode is set to follow.
Detection Method
Specifies the area detection
method. Radial scans the area in a radial shape and Squared scans the area in a square shape.
Interactable Detection Settings
Interactable Detection Radius
Sets the radius within which the AI can detect interactable objects.
Detection Possibility
Sets how likely it is that the AI will actually detect an interactable when it is in range. (Low = 25% | Medium = 50% | High = 75% | Always detect = 100%)
Command Settings
Commands
Contains all the commands and
associated logic available to this instance of the AI companion.
AI Combat Settings
Attacking Behavior
Holds the attack behavior. This
setting allows you to create different AIs with different attack behaviors without changing the code. Can be changed at runtime, e.g., when the AI collects a new weapon, you can change the attack logic accordingly.
CAMERA HANDLER COMPONENT
Second is the Camera Handler Component. It must be assigned to the player character and will be responsible for detecting the Companion AI. The Camera Handler Component will also be responsible for detecting what object the player is looking at when in Command Mode and then assigning the appropriate command to the Companion AI. The whole system will not work without this component, so be sure to add it to your player character blueprint.
General Camera Handler Settings
Detection Range
The range at which the camera
detects that the player is looking at the AI.
Command Range
The camera's actor detection range
while the camera is in command mode.
Enemy Tag
Holds the tag for enemies. Make
sure this tag matches the tag of your enemies so that the command system can recognize them.
HITABLE ACTOR COMPONENT
The Hitable Actor Component is used to determine whether an actor should be recognized by the Projection System or not. To make it not too much work to add this Component to every actor in your level, you can go to the "For Run" settings inside the Companion Component and look for the "Hitable Classes" array, where you can assign multiple classes that will be automatically recognized by the command system. Landscapes are detected by default.
Ground Zero
Determines if the owning actor is
the last actor with no other hitable actors below. The projection will stop at this actor if “true”
POINT OF INTEREST IDENT COMPONENT
This component is used to identify POI Objects in your level. You must add this component if you want the Advanced Companion AI System to recognize the owning actor as a POI Object.
Each POI Object has its own logic for the AI to follow when interacting with the POI. For example, it might be a bench where the AI can sit when it has nothing else to do.
POI Behavior
BHT Asset that contains the logic for
the AI to execute when interacting with the POI object.
CUSTOM COMMAND COMPONENT
This Component can be used to give an actor a custom command that is executed when the actor is selected while using the Command System.
Command
Enum value which determines the
command to be executed for this actor in command mode.
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