AI System

Reference for the AI System section of the Unreal Engine Project Settings.

AI System

AI System

Section Description
Perception System Class

Class that will be used to spawn the perception system, can be game-specific.

You can choose from the following options:

  • None
  • AIPerceptionSystem
AIHotSpotManager Class

Class that will be used to spawn the hot spot manager, can be game-specific.

You can choose from the following options:

  • None
  • AIHotSpotManager
EnvQueryManager Class

Class that will be used to spawn the env query manager, can be game-specific.

You can choose from the following options:

  • None
  • EnvQueryManager
Enable Debugger Plugin If set, GameplayDebuggerPlugin will be loaded on module startup.
Forget Stale Actors

If set, the perception system will forget Actors when their stimulus has expired.

If not set, the perception system will remember Actors even if they are no longer perceived and their stimulus has exceeded its maximum age.

AISystem Class List of specific AI system classes to create, can be game-specific.
AISystem Module

Name of a module used to spawn the AI system.

If not empty, this module has to implement IAISystemModule.

Movement

Section Description
Acceptance Radius Default AI movement's acceptance radius, used to determine whether AI reached the path's end.
Pathfollowing Regular Path Point Acceptance Radius

Value is used for pathfollowing's internal code to determine whether AI reached path's point.

This value is not used for the path's last point. For the last point, see Acceptance Radius.

Pathfollowing Nav Link Acceptance Radius Similarly to PathfollowingRegularPathPointAcceptanceRadius, used by pathfollowing's internals, but gets applied only when the next point on a path represents the beginning of a navigation link.
Finish Move on Goal Overlap If true, overlapping the goal will be counted by default as finishing a move.
Accept Partial Paths Sets the default value for whether move tasks accept partial paths or not.
Allow Strafing Sets default value for whether move tasks allow strafing or not.

Gameplay Tasks

Section Description
Enable BT AITasks (deprecated) Controls whether or not to enable Gameplay Tasks for move tasks (always enabled now). This setting has been deprecated and should not be used in new projects.

Environment Query System (EQS)

Section Description
Allow Controllers as EQSQuerier

If enabled, EQS will not warn about using Controllers as queriers.

If disabled, Controllers will sometimes be automatically converted to Pawns, and EQS will warn if the user's code bypasses the conversion or uses a Pawn-less Controller.

This is disabled by default.

Blackboard

Section Description
Add Blackboard Self Key

If enabled, the SelfActor key will be automatically added to new Blackboard assets.

The editor will also check that all loaded Blackboard Assets have the SelfKey entry, via PostLoad.

Behavior Tree

Section Description
Clear BBEntry on BTEQSFail If enabled, this parameter will clear out the indicated Blackboard entry if the EQS query fails.

Perception System

Section Description
Default Sight Collision Channel

Specifies which collision channel to use for sight checks by default.

You can choose from the following options:

  • WorldStatic
  • WorldDynamic
  • Pawn
  • Visibility
  • Camera
  • PhysicsBody
  • Vehicle
  • Destructible
  • ui
  • basics

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