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Coin 5.6 AI ‌‌‍‍‎ AI Behavior Toolkit v1.9.6

AI Behavior Toolkit has been updated to v1.9.6:
● Fixed a bug with audio from the Behavior component playing multiple times.
● Fixed a bug with Parkour not working with Flee state.
● Fixed an issue with the Bridge plugin being required on new projects.
● Updated UE 5.0 to 5.3 so that it uses Notify Blueprints too.
● Fixed an error with UE 5.3 where a deprecated function named "Reset Orientation and Position" was being called.
v1.9.5
5.5 (03/2025)
5.4 v1.9.3
Update to 5.3 v1.9.2

Version 1.9.0​

New Files and/or Folders​

  1. Enum_HitDirection
  2. Struct_HitReact
  3. BTT_RandomLocation
  4. BTT_PlayHitReact
  5. BTD_CheckFront
  6. New Manny skeletal mesh and animations

Edited Files​

It’s best to open the updated Toolkit and try to compare the updated files with your current ones.

  1. BP_BehaviorComponent
    1. New replicated variables TargetActor, TargetLocation, and ControlRotation.
    2. New variables HitReactions, HitFromDirection, ChangeTargetWhenHit, and IsAttacking.
    3. New functions SetTargetActor, SetTargetLocation, and GetControllerRotation.
    4. Edited function “GetTargetActorOrLocation”.
    5. New function PlayHitReactAnim.
    6. Edited function “PlayParkourAnim”.
  2. BP_NPC_Base
    1. New variables RotateBeforeMoving and LocInterruptDuration.
    2. Added code to Event Tick.
    3. New function “TakeDamage” and use this function to replace the code in Event Any Damage and Event Point Damage.
    4. Edited “Event Command Interrupt”
    5. Event OnRotateTo is now an interface function (added to BPI_Parkour)
    6. New Event Command Forget All (added to BPI_Commands)
  3. BTT_CircleStrafe
    1. Edited everything inside.


  1. All Behavior Trees except BT_FlyingAI
    1. Under the RandomLocation branch, replaced the EQS Query with the new BTT_RandomLocation.
    2. Under Follow branch, added BTD_CheckFront and removed the other check.
    3. Only for non-shooter AIs: Under the Defend branch, replaced everything with BTT_CircleStrafe
    4. Under the Hit branch, replaced PlayAnimation task with new BTT_PlayHitReact.
  2. BP_Workspace
    1. Edited function “TakeSlot”.
  3. BTT_RandomWorkspace
    1. Edited a small portion towards the end.
  4. EQS_RandLocationAroundTarget
    1. Replaced Pathing Grid with Simple Grid.
    2. Removed PathExist test.
  5. BTT_AttackTarget
    1. Added call OnRotateTo before playing attack animation.
    2. Set IsAttacking in Event Receive Execute and Receive Abort.
  6. BTT_AttackTargetRanged and BTS_AttackTargetRanged
    1. Used and set IsAttacking var multiple times.
  7. All Projectile blueprints
    1. Edited Event Begin Play.
    2. Replaced Overlap Event with Hit Event instead.
  8. BP_Grenade
    1. Added Projectile Movement component.
    2. Edited everything in the Event Graph.
  9. IMPORTANT: Entire Project
    1. Remember the new functions SetTargetActor and SetTargetLocation? We now use these to replace all the calls to SetValueAsObject pertaining to TargetActor and SetValueAsVector pertaining to TargetLocation respectively.
    2. Just search all blueprints with any of the keywords above. If you don’t know, there is a way to search for something across all blueprints in the project.
    3. Note: Make sure you only replace the calls when they have Key Names of “TargetActor” or “TargetLocation” as some SetValue calls are still used for other keys.
  10. All Animation Blueprints
    1. A lot actually changed here, especially in the Anim Graph. It’s probably best to just retarget the Anim BP or just copy+paste everything and replace the animations.


Version 1.9.0b​

Edited Files​

It’s best to open the updated Toolkit and try to compare the updated files with your current ones.

  1. BP_NPC_Base
    1. Removed Event Any Damage and replaced with Event Radial Damage.
    2. In function PerformAttackMelee, replaced Apply Damage with Apply Point Damage.
  2. BP_Player
    1. On the Left Mouse Button event, replaced Apply Damage with Apply Point Damage.
  3. All Projectile blueprints
    1. Fixed an issue where “Damaged Actor” in the Apply Point Damage node is connected to the wrong pin.
  4. IMPORTANT:
    1. In your project, replace any Apply Damage nodes with Apply Point Damage instead.
- Now supports Unreal Engine 5.
- Replaced old mannequin with new Manny from UE5 samples.
- Updated all animation blueprints based on new UE5 standard.
- NEW: Directional hit reactions.
- NEW: Turn in-place logic.
- NEW: AI changes targets when attacked by different actor.
- Improved Attack Melee logic.
- Improved Defend state's strafing logic.
- Optimized random location query.
- Added a "Command Forget All" to NPC_Base.
- Refactored damage and health system.
- Refactored projectile and grenade logic.
- Fixed an issue with workspace transitions in multiplayer.
- Fixed a bug where grenade throwing was being interrupted by reload.
- Fixed a bug where aim offset was incorrect in multiplayer.
- Fixed an issue where parkour anims were not being replicated to client.
- Other smaller fixes and adjustments specifically for UE5 compatibility.
update to 4.27 v1.8.3
update to v1.8.2

- AIs will no longer accept partial paths (unreachable) if CanParkour is disabled. They will instead return to their initial state by default.
- Fixed an issue where NPCs in Attack Melee or Attack Range would sometimes get stuck in the Parkour state.
- Fixed a bug where the waiting state in Group Coordinator was sometimes incorrect.
- Added an alternate EQS Line of Sight check to compliment the changes in parkour.
update to v1.8.1
Сверху