Migration
The 2025 update transforms the Enemy AI Toolkit into a data-driven framework. Migrating from the old version is quick and usually takes only a few minutes.
Overview
Your first step is to reparent existing enemies to the BP_EnemyCharacterBase
. From there, behaviour is no longer set through scattered blueprint options but through a dedicated Enemy Config Asset. You can pick one of the defaults (Default
, Patrolling
, Roaming
) or create your own configs.
Patrolling & Other Modes
Patrolling now uses the Patrol Route Actor, which you can drop into the level and assign inside the config. If you prefer roaming or investigation, the new EQS queries handle this automatically and include an out-of-sight bias for more natural searches.
Combat
Combat has been restructured. Instead of raw montage triggers, you define attacks inside Attack Configs, complete with weight, cooldown, and distance. Damage timing is tied to Animation Notifies, which activate the Hitbox Child Actor at the right moment. This makes behaviour trees cleaner and attacks easier to expand.
Health System & Avoidance
Finally, health is managed by a Health Component, with events that can update the included widget. The AI Controller also allows toggling Crowd Avoidance to balance smooth navigation against performance.
Once reparented and configured, spawn an enemy and run a short test — idle, patrol, chase, attack, and death — to confirm the migration is complete. From there, fine-tune behaviours through configs instead of blueprints.
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