Config

Config assets define the behavioural parameters, combat options and other settings for each enemy. This page explains how enemy configurations are structured and how they drive the AI’s actions.


Overview

Enemy configurations are implemented as UPrimaryDataAssets, which decouple data from logic so that you can modify behaviour without editing code. Each configuration specifies key parameters such as the enemy’s default state (e.g. patrolling or roaming), movement speed, perception ranges and combat settings, and it references one or more attack configurations that determine which moves are available.

Pre-built examples like Default Enemy, Patrolling Enemy and Roaming Enemy provide ready-made starting points, but you can also create your own by choosing Add → Miscellaneous → Data Asset → Enemy Config in the Content Browser. If you need a more detailed setup guide, take a look at the Configuration page.


General Settings

These settings define the overall behavior and appearance of the enemy, such as default mode, visual representation, and physics on death.

Name
Description

Description

Optional description of the enemy configuration.

Default Mode

Defines the starting mode (e.g., Wait, Patrol, Roam).

Allow Ragdoll

Enables ragdoll physics when the enemy dies.

Show Healthbar

Toggles whether the enemy’s healthbar is displayed.

Roaming Settings

Controls how the enemy behaves when roaming, including ranges, waiting times, and whether the movement is restricted to the spawn location.

Name
Description

Roaming Range (Min/Max)

Defines the minimum and maximum roaming distance from the origin.

Lock Roaming to Origin

Keeps the roaming area locked to the initial spawn location.

Roaming Wait Time

Waiting time before choosing a new roaming position.

Patrolling Settings

Configures patrol-related behavior, such as whether patrol points can be skipped, the chance of skipping them, and how long the AI waits at each point.

Name
Description

Randomly Skip Points

Allows the AI to skip patrol points randomly.

Skip Chance

Chance (in %) to skip a patrol point.

Patrol Wait Time

Time the AI waits at each patrol point.

Alert & Investigation Settings

Defines how the AI reacts when entering the alert state, including search iterations, wait times, and the radius used for investigating possible targets.

Name
Description

Search Iterations

Number of times the AI searches for a target when alerted.

Iteration Wait Time

Delay between search iterations.

Search Radius (Min/Max)

Defines the minimum and maximum radius used during searches.

Combat Settings

Contains available combat atack configs that the enemy can use during encounters.

Name
Description

Attacks

List of attack options available to this enemy.

Perception Settings

Handles visual perception behavior, such as sight range, field of view, and detection filters. These parameters define how and when the AI detects actors in the world.

Name
Description

Check Interval

Frequency (in seconds) of perception checks.

Sight Distance Limit

Maximum sight distance for detecting actors.

Field of View (FOV)

Peripheral vision angle (in degrees).

Filter Tags

List of actor tags that can be detected by this enemy.

Sound Perception Settings

Reserved for sound-related perception logic. Currently only contains filter tags.

Name
Description

Filter Tags

List of tags that state which sound stimuli (by tag) can be detected by this enemy.

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