AI Cover System
The framework can be used to implement cover mechanics for an AI. It analyzes the level geometry to generate cover information that the AI can use in its decision-making. The system is fully procedural and dynamic - no hand-placing is required. Furthermore, the system can adapt to changes in level geometry, so movable objects can be used as a cover. The build process is executed in a separate worker thread, allowing non-blocking runtime generation.
The plugin introduces a set of tools that can be used to implement cover mechanics for your AI, including new behavior tree nodes and environment queries.
The system is implemented in C++ to get the advantage of multi-threading and compact entity memory for faster performance.
AI Cover System update 1.3
Added: Manual Cover Point - points that can be hand-placed to level to generate covers to arbitrary locations.
Note: Update is available for UE 5.1 and UE 5.2 only.
Features:
Procedural cover generation from level geometry
Blueprint API to access the generated cover data
Multi-threaded dynamic runtime generation of covers
Behavior tree library to implement cover mechanics for an AI
Code Modules:
AICoverSystem (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 15
Network Replicated: No
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows, (others not tested)
Documentation: Online PDF
Cover mechanics example project: Download Here
Important/Additional Notes:
The plugin does not provide ready-working AI - you must implement the game-specific mechanics yourself. Check the example project for basics.
https://www.unrealengine.com/marketplace/en-US/product/ai-cover-system
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