Scalable Modular Behaviour Overview

If you have any question ask me on Discord: https://discord.gg/jMuyKj5aYn
This plugin offers
- Simple demonstration level
- Functional efficient combat NPC behaviour
Key features
- MassEntity Integration: use Blueprints & StateTree to simulate thousands of lightweight units efficiently with - ECS-based logic.
- VAT Animation Rendering: efficient animations using Vertex Animation Textures with blending, and Nanite support.
- Easy VAT bake: effortless texture setup and one-click bake.
- StateTree Behaviour Control: define custom AI behaviour (idle, move, attack, etc.) - examples included.
- Data-Driven Abilities: build and customise unit abilities using Data Assets (range, damage, VFX, SFX, animation type, etc.).
- Unit Selection & Commands: RTS-style box select to move command. Customisable Unit Types: configure unique units with their own stats, StateTrees, and animation sets.
Demos
- Demonstration level
Using simple display methods to show how to use components
- RTS level (TBD)
Shows an example of what an RTS project could look like with 1 ranged and 1 melee unit in a faction, enemy waves approach the base as you defend.
Explainer
Structure
The plugin is structured to be used with MassEntityConfigs as entities, and components to spawn entities.
Baking is done by attaching a component to a character like in the demo files, adding animations and then clicking bake.
Materials
PBR materals is supported out of the box, you have to insert textures manually as in the quickstart:
Optionally you can input PBR textures as an array BaseColor(RGB), Metalness(Red) Roughness(Green) and AO(Blue) and Normal(RGB), for each material
You can also create a new Vertex material parent, and then include textures to fit your pipeline.
State Trees
StateTrees are used to change the unit behaviour as neeeded, internal walk targets are used in the demo, and is how the entities are told where to walk in the SmbSubsystem function MoveEntities