UE Gladiators of the Forest is a spectator game in which two AI controlled gladiators fight each other to death. I developed this project to demonstrate my knowledge of Behaviour Trees in Unreal 5.
Download the build files contained in the .zip from the lastest release and execute UEGladiatorsOfTheForest.exe
.
If you want to edit the project / examine the setup in the editor please clone this repo in your machine and import it to Unreal Engine 5.0.3.
- The folder
Content\UEGladiators
contains the different Blueprints, objects and assets used in this project. - The Blueprint
BP_Gladiator
contains logic for the AI controlled pawn. - The Blueprint
BP_Weapon
inherits from the C++ classAWeapon
, which defines the logic for the main weapon system. - The Blueprint
BP_Ranged_AI_Controller
defines the AI Controllers of the different gladiators. - This AI uses the behaviour tree
BP_Ranged_Gladiator_BT
.
- Almost all the behaviour tree tasks have been developed in Blueprints.
- There are two exceptions to this: the
Aim Task
and theClear Focus Task
. - The
Aim Task
has a Blueprint implementation inBP_Aim_Target_Task
and a C++ implementation in the classUBTTaskAimTarget
. The behaviour tree uses the later. - The
Clear Focus Task
has a C++ implementation inUBTTaskClearFocus
. - The reason for just having only two tasks implemented in C++ is that the project was built on top of a base project that is purely Blueprints.
- Because of this it is really difficult to call Blueprint defined methods from C++, and some stuff was redeclared like the
RotationMode
for theSetRotationMode
method. - A solution for this problem would be reimplementing the project on top of a base project that uses C++, like this one.
- Advanced Locomotion System V4 - Used as a base project for the diferent animations.
- Realistic Starter VFX Pack Vol 2 - Used for different VFXs.
This project is licensed under the MIT License - see the LICENSE file for details.