create_full_upgraded_enemy_ai
Builds a complete Unreal enemy AI system: character, controller, blackboard, behavior tree, tasks, and spawner. Configures patrol, chase, attack, hearing, and wandering behaviors.
Instructions
Create a complete upgraded enemy AI setup from Ch.9-10.
Builds:
Enemy Character Blueprint (with PawnSensing, health variables)
AI Controller Blueprint (runs BT, handles OnSeePawn/OnHearNoise)
Blackboard with all keys (PlayerCharacter, HasHeardSound, LocationOfSound, CurrentPatrolPoint, bCanSeePlayer)
Behavior Tree with Patrol/Chase/Attack/Investigate/Wander sequences
BTTask_DoAttack with configurable damage
BTTask_FindWanderPoint for random wandering
Enemy Spawner Blueprint for wave-based spawning
Args: enemy_name: Base name (creates BP_Enemy, BT_Enemy, BB_Enemy, etc.) has_patrol: Include patrol behavior with patrol points has_chase: Include player-chasing behavior has_attack: Include melee attack behavior has_hearing: Include sound-detection behavior has_wandering: Include random wandering behavior attack_damage: Damage dealt per attack (0.25 = 25% of health) hearing_distance: PawnSensing hearing radius in cm
KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: create_full_upgraded_enemy_ai(enemy_name="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| has_chase | No | ||
| enemy_name | Yes | ||
| has_attack | No | ||
| has_patrol | No | ||
| has_hearing | No | ||
| attack_damage | No | ||
| has_wandering | No | ||
| hearing_distance | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |