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An AI NPC simulation developed in Unreal Engine that facilitates emergent gameplay. The system uses a needs-based, reactive approach, built with C++ and Unreal's State Trees to create a dynamic world with unscripted gameplay opportunities.

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NPC Simulation

An AI NPC simulation developed in Unreal Engine that facilitates emergent gameplay. The system uses a needs-based, reactive approach, built with C++ and Unreal's State Trees to create a dynamic world with unscripted gameplay opportunities.

Important

This repository contains only the source code for the project. The Content folder, has been intentionally excluded to respect third-party asset licenses. As a result, this project cannot be built or run from this repository alone. Its purpose is to showcase the underlying C++ code and AI architecture. If you are interested in seeing the full project feel free to contact me.

The Code

All source code for this project is located in the Source/ directory, which contains two modules:

State Trees

The core of the NPC logic is defined in a State Trees. Below are screenshots of its structure, which outline the NPC's decision-making process.

NPC State Tree

Additionally, Smart Objects have their own State Trees such as the stick shelter and item State Trees shown below.

Stick Shelter State Tree

Item State Tree

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An AI NPC simulation developed in Unreal Engine that facilitates emergent gameplay. The system uses a needs-based, reactive approach, built with C++ and Unreal's State Trees to create a dynamic world with unscripted gameplay opportunities.

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