Enhanced AI Movement v1.6.0 (5.6)

Enhanced AI Movement v1.6.0 (5.6)
 Enhanced AI Movement v1.6.0 (5.6) is a comprehensive plugin designed to improve the realism and fluidity of AI movement in Unreal Engine. It introduces customizable spline path-following, replacing linear trajectories with natural, dynamic splines that adapt to terrain and movement conditions. The plugin ensures AI characters maintain proper contact with the ground through advanced IK control rigs for both quadrupeds and bipeds, preventing floating on slopes. A dedicated spine and tail control rig dynamically bends the animal’s spine and tail during turns, reducing the need for complex animation blueprints.

Key features include:
– Spline path-following with adjustable turn radius, zig-zag patterns, and real-time spline regeneration for moving targets.
– AI Push System (v1.4.0+) enables AIs to push each other to avoid congestion, with force transfer for more natural crowd behavior.
– Sphere AI Push Component (Standalone mode only) allows players to push AIs while moving.
– Real-time dynamic obstacle avoidance using simulated sensors, enabling smooth navigation around moving platforms, vehicles, and physics-based obstacles without relying on navmesh updates.
– Custom Pawn avoidance system using shared sensors (replacing RVO or Detour Crowd Manager), with randomized priorities to simulate natural flow and allow slower AIs to yield to others.
– Navmesh validation ensures generated splines remain connected and fully on the navmesh.
– Quadruped and Biped IK control rigs improve posture and balance on slopes, with dynamic spine bending for bipeds.
– Dynamic speed adjustments based on terrain slope (faster downhill, slower uphill), slowdown during turns, and random variations.
– Dynamic rotation rate adjusts based on movement speed for more realistic motion.
– Root Motion 1D and 2D support allows full control of AI movement via animation root motion, with rotation managed by the plugin.
– Predefined presets for humanoids, small, medium, and large quadrupeds to simplify setup.
– Performance optimizations: sensors and IK traces run at low frequency; spline system switches to default pathfinding at distance or when not rendered (Standalone only); sensors deactivate when not visible or distant.
– Compatible with ALS, EQS, and the Game Animation Sample Project (tested with versions 5.4 and 5.5).
– Developed in C++ (with control rigs accessible via Blueprints), enabling seamless integration without requiring code changes.
– Non-destructive integration: replaces the AI Controller, preserving existing AI logic and reducing compatibility risks. 


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Enhanced AI Movement v1.6.0 (5.6)


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