AI Combat System
IN PROGRESSA single enemy archetype with a full C++-driven behavior tree: patrol, investigate, chase, attack, flee.
CAPTURE PENDING
Gameplay capture coming soon.
ENGINE
Unreal Engine 5
LANGUAGE
C++
SYSTEMS
Behavior TreeBlackboardState MachinePerception
Core decision logic for an AI enemy written in C++ against UE5's Behavior Tree and Blackboard framework, rather than left entirely in Blueprint. Covers patrol, player detection via AI Perception, chase, attack, and a low-health flee state.