Showing posts with label Patrol. Show all posts
Showing posts with label Patrol. Show all posts

Wednesday, 18 May 2016

Top Down Stealth Toolkit v1.1 Documentation

The v1.1 update for the Top Down Stealth Toolkit is now live on the Unreal Engine Marketplace. Listed below is a brief documentation of all the blueprint classes that make up the toolkit. For more information, check out the official support thread in the Unreal Engine forums at: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit

BP_PlayerCharacter: 

The player character class handles all the input logic for the toolkit. Core functionalities include character movement & sprint/stamina mechanics, contextual footstep noises, gadget activations, & aiming assists for gadgets that require manual target confirmations.

BP_PlayerController: 

The player controller class is responsible for creation/deletion of high level HUD widgets as well as runtime HUD updates for mission timers. gadget buttons, etc. It also handles spawning of Aim Plane actor that is used for accurate cursor positioning for aim assists.

BP_PlayerHUD: 

Initiates high level HUD state changes.

BP_TDSTGameInstance: 

Stores information about the gadgets.

BP_TDST_GameMode: 

The game mode class handles functions that keep track of gem collection, spawning of the Exit Point actors as well as the End Game logic. It also has optional support for activating vision arc optimizations, since having a lot of dynamically updating vision arcs is quite expensive. It is best to use the optimization features only if performance issues are evident as the cost of running this feature otherwise could reduce the performance slightly.

BP_PatrolAI_Parent: 

The base class for AI patrol bots & parent class of BP_PatrolAI_Melee & BP_PatrolAI_Ranged. This class handles state changes & operational cost levels, while the linked Behavior Tree handles sensory input management. Other inbuilt functions include patrol waypoint calculations as well as updates to alert meters, both direct & peripheral. It also uses AI Perception to detect sounds & other default components to display bot state & peripheral alert status, while a custom vision arc component handles dynamic updates to the vision arc.

BP_PatrolAI_Melee & BP_PatrolAI_Ranged: 

The melee class does not contain any additional threat detection/management logic apart from what it derives from the parent class, while the ranged class uses a custom laser tracker component to lock on to targets.

BP_AIController_PatrolAI: 

Initializes the Behavior Tree & updates the blackboard values at runtime based on the bot state changes in BP_PatrolAI_Parent class.

BT_PatrolEnemyAI & BB_PatrolEnemyAI: 

Handles the patrol bot behavior through various tasks & blackboard data based on the activation of different bot states. Also contains service to handle threat detection.

BTS_VisionCheck: 

Handles threat detection logic for patrol bots by searching for player character at regular intervals & evaluating if it's within the direct or peripheral vision range. Uses distance, angular & line trace checks along with the hearing sense data from the AI perception component to determine the control bot states.

BTT_TakeAimAtTarget: 

Activate laser tracking system for ranged bots to lock on to the active target.

BTT_CallEndGameLogic: 

Calls the end game logic from the Game Mode.

BTT_EndCurrentPatrolCycle: 

Ends active patrol cycle based on the patrol movement type.

BTT_ExecutePatrolMovement: 

Issues move order to patrol bots based on the associated movement type.

BTT_MoveToTargetLocation: 

Used by patrol bots to move to suspicious locations in investigation mode.

BTT_InspectCurrentLocation: 

Used by patrol bots in investigation/alarmed state to search around a suspicious location. The number of sweep searches as well as speed can be changed easily by adjusting the parameters for the same.

BTT_KeepTargetInFocus: 

Keeps the bot focused on the active target

BTT_SetActiveThreat: 

Updates the blackboard value to store information about a new target.

BTT_SetNewPatrolLocation: 

Calculates next patrol waypoint & sets target point actor at the location.

BTT_SetNewTargetLocation: 

Set target point actor at target location & updates the blackboard with the new information.

BP_StationaryAI_Parent: 

The base class for stationary AI bots & parent class of BP_StationaryAI_Camera & BP_StationaryAI_Turret. This class handles threat detection, state changes & operational cost levels, while leaving the behavior of the bot during different states, to the child classes. Similar to the patrol bots, the stationary bots also use a custom vision arc component that dynamically updates the vision arc based on overlapping obstacles.

BP_StationaryAI_Camera: 

Handles surveillance movement for the camera bots. Also contains functionality to alarm nearby patrol guards, once it detects a potential target.

BP_StationaryAI_Turret: 

Uses an automated laser tracker component to lock on to targets.

BPC_AutomatedLaserTracker: 

Custom component used by ranged offensive AI bots to lock on to a single target before firing a shot. Laser beam emitter used to display los to the target.

BPC_VisionArcVertexManager: 

Custom component used by actors that require a Vision Arc. This component updates the individual vertices of the custom mesh components that make up the Vision Arc based on the obstacles in parent actor's vision range.

BP_AimPlane: 

This actor is spawned at level start to retrieve the cursor location at positions higher than ground level (the normal hit result location) so as to provide the player with an accurate aiming assist while using gadgets that require manual targeting with the cursor. Does not contain any code within itself.

BP_AlarmTarget: 

Disposable actor used by AI bots to trigger a noise alarm that attracts nearby AI bots to the actor's location.

BP_ExitPoint: 

The Exit Point serves as the final objective for the player and gets activated by the Game Mode once the player has collected all the gems scattered throughout the level. Uses collision overlap to call end game logic.

BP_Gems: 

Collectible actors that can be placed around the level and serves as one of the primary objectives of the game. The Game Mode keeps track of the collected gems as well as the total number of gems in the level & activates exit point based on this information. Uses basic overlap events to update the HUD & game mode once a gem is collected by the player.

BP_VisionArcOptimizer: 

Determines if the vision arcs need to be rendered based on whether they're on screen or not. Can provide a significant performance boost if there are many actors with vision arcs in the level.

BP_WaypointNode: 

Used as anchor points for pathing when movement type of patrol bots are set to 'FixedWaypoints'. Does not contain any relevant code within itself.

BP_ProximityShockMine: 

Deployable gadget that uses basic collision overlap to temporarily deactivate the first patrol bot that ventures too close to the actor. Destroys itself once used up.

AnimBP_Parent & AnimBP_PatrolAI: 

Basic animation updates based on the character velocity.

AnimBP_Player: 

Basic animation updates based on the character velocity plus anim notifies to handle footstep noises while running.

BPI_TargetLockOnSystem: 

Interface implemented by actors that use the Automated Laser Tracker component.

BPI_VisionArc: 

Interface implemented by actors that use Vision Arc Vertex Manager component.

Widget_TopDownHUD: 

The Top Down HUD handles all the major in-game HUD updates including HUD updates for stamina bar, gem collection stats, whistle & gadget button activations/state changes.

Widget_GameOverHUD: 

Handles the end game UI interactions. Supports game restart & quit to desktop functionalities.

Widget_LoadoutMenu: 

The Loadout menu enables the player to select a gadget from a list of all the gadgets specified in the gadget data array before starting the level.

Widget_GadgetsGridPanel:

Modular container panel that displays all the gadgets using a custom grid panel. It dynamically adjusts it's position & size based on the number of gadgets as well as set of parameters defined by the designer.

Widget_GadgetSelectionButton:

Enables selection of a gadget based on the associated button index within the Gadgets Data Array.

Friday, 29 April 2016

Top Down Stealth Toolkit: Update I Change Log

Update I (v1.1) [Compatible with Unreal Engine v4.11] project files for the Top Down Stealth Toolkit are now available in the Marketplace. Since this update brings about a lot of changes, both in terms of new features as well as the improvements over the previous v1.0 implementation, the update has been released only for Unreal Engine v4.11. This ensures that anyone who wants to keep using the v1.0 implementation can still download the v4.10 project files from the Marketplace. 

Listed below is a brief overview of the code changes in the update:

- Dynamic Vision Arcs & Laser Tracking system are now implemented through the use of custom components & interfaces. The component based design provides improved modularity & enables easy attachment to different classes.

- Added Turret Bot AI. Uses the new Laser Tracking component to acquire & lock on to targets. [Preview Video: https://www.youtube.com/watch?v=9uOBp0Tnk34]

- Gadget Selection menu at level start enable players to select custom loadouts. Gadgets populated as HUD elements dynamically based on information specified in the Gadget Data Array. [Preview Video: https://www.youtube.com/watch?v=1FJeg6V7iek]

- The new Gadget Data Array controls the important parameters of all available gadgets from a central location.

- The Camera Bot now triggers timed alarm loops instead of single alarm as long as player character is within vision range.

- Replaced Camera Jammer with an EMP that can temporarily deactivate both camera & turret bots.

- Laser Tracking component added to Ranged Patrol bot to improve over the existing targeting system.

- Improved aesthetic feedback for peripheral range display. The peripheral range display changes color from white (default) to red based on peripheral alert level, replacing the text render that displayed peripheral threat counter.

- The patrol bots can now distinguish between different types of noises & handle decision priorities accordingly. Alarm sounds receive higher priority compared to footstep & whistle sounds.

- Added new suspicious & alarmed states for the patrol bots to create a more realistic design for state changes.

- The new Vision Arc Optimizer actor provides performance boost by removing rendering calculations for arcs outside the screenspace.

- Added dynamic operational cost levels enable AI to turn on/off expensive calculations like vision arc updates & threat detection logic on the move based on the requirements.

- Setter functions implemented to enable variables changes to occur only from within their parent objects.

- Improved code standardization & optimization implemented across all classes.


All changes within the blueprints are marked with the boolean variable 'Version1.1' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:




Changes in the Content Browser:

- New default HUD class added: BP_PlayerHUD.

- New default Game Instance class added: BP_TDSTGameInstance.

- Removed BP_EnemyAI_Parent class.

- Added new stationary enemy AI class: BP_StationaryAI_Turret.

- BT_PatrolEnemyAI, & BTT_SearchCurrentLocation renamed to 'BT_PatrolAI', BTT_SetNewPatrolLocation & BTT_InspectCurrentLocation respectively.

- Removed BT Tasks BTT_AimAtPlayer & BTT_ExecutePatrolMovement.

- Added new BT Tasks BTT_KeepTargetInFocus, BTT_SetActiveThreat, BTT_SetNewPatrolLocation, BTT_SetNewTargetLocation & BTT_TakeAimAtTarget.

- BP_StationaryEnemyAI_Camera & BP_StationaryEnemyAI_Parent renamed to BP_StationaryAI_Camera & BP_StationaryAI_Parent respectively.

- Added new custom components: BPC_AutomatedLaserTracker & BPC_VisionArcVertexManager.

- Added new enums: EHUDState, ENoiseType & EOperationCostLevel.

- Removed enum Enum_PlayerSkills.

- Added new class BP_VisionArcOptimizer.

- Added new widgets: Widget_GadgetSelectionButton, Widget_GadgetsGridPanel & Widget_LoadoutMenu.

- 'BB_PatrolEnemyAI', 'BP_AIController_PatrolEnemyAI, 'BP_PatrolEnemyAI_Melee, BP_PatrolEnemyAI_Parent, & BP_PatrolEnemyAI_Ranged renamed to BB_PatrolAI, BP_AIController_PatrolAI, BP_PatrolAI_Melee, BP_PatrolAI_Parent, & BP_PatrolAI_Ranged respectively.

- Enum_PatrolAIClass, Enum_PatrolAIState, Enum_PatrolType, Enum_PlayerGadgets, Enum_StationaryAIClass & Enum_StationaryAIState renamed to EPatrolAIClass, EPatrolAIState, EPatrolType, EGadgets, EStationaryAIClass & EStationaryAIState respectively.


For more details, check out the official support thread in the Unreal Engine forums at: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit