These are a set of actions and considerations which integrate WiseFeline Lite and Wise Feline Ultimate with other plugins and AI systems.
This repository holds the plugin source. Precompiled binaries are hosted separately so Blueprint-only projects without a C++ compiler installed can use the plugin too.
Every download is the fully precompiled plugin - editor binaries plus Development and Shipping game binaries - so a Blueprint-only project can use it in the editor and package a game with no C++ compiler installed.
| Engine | Download |
|---|---|
| UE 5.8 | wfint58100.zip |
| UE 5.7 | wfint57100.zip |
| UE 5.6 | wfint56100.zip |
Unzip the download into your project's Plugins folder (so you end up with Plugins/WFIntegrations) and enable the plugin.
Two things worth knowing:
- The precompiled binaries are Windows (Win64) only. The plugin supports Linux, Mac, Android and iOS as well, but those are built from source, so targeting them needs a C++ project and a compiler.
- Pick the download that matches your engine's minor version. Each one works with every hotfix of that version, so the 5.7 download is good for any 5.7.x.
WFIntegrations is a single module that hard-depends on all of the following - they must be installed and enabled for the plugin to load:
- Wise Feline (Lite or Ultimate)
- Wise Feline Influence Maps
- Smart Objects (engine plugin)
- Gameplay Ability System / GAS (engine plugin)
- Gameplay Behavior Smart Objects (engine plugin)
- Activate Ability (action) - activates a Gameplay Ability by class on the controlled actor's AbilitySystemComponent, optionally staying active until the ability ends.
- Can Activate Ability (consideration) - scores 1 when a Gameplay Ability by class can currently be activated (granted, off cooldown, cost/tag checks pass), 0 otherwise. Pair with Activate Ability so the brain only picks it when ready.
- Gameplay Attribute (consideration) - scores a GAS attribute's current value, normalized to 0-1 either against a fixed max or against another attribute (e.g. Health / MaxHealth).
- Gameplay Tag (consideration) - scores 1 when the AbilitySystemComponent owns the configured gameplay tag(s), matching any or all of them, optionally inverted (e.g. gate on "not stunned").
- Smart Object (consideration) - read-only check for whether a usable Smart Object is available nearby; can score by distance and can write the found slot's location to a blackboard key for a MoveTo action.
- Claim Smart Object (action) - finds and reserves a Smart Object slot, storing the claim handle in a blackboard key.
- Has Claimed Smart Object (consideration) - scores 1 when the blackboard holds a valid Smart Object claim, so other Smart Object actions/considerations can gate on it.
- Use Smart Object (action) - the full reserve -> move -> occupy -> wait -> release lifecycle for a Smart Object, driven by the utility brain.
- Use GameplayBehavior Smart Object (action) - claims a slot and runs the engine's
UAITask_UseGameplayBehaviorSmartObjectso the pawn moves to the slot and actually performs the object's GameplayBehavior (animation, montage, etc.). - Release Smart Object (action) - frees a held Smart Object claim.
- Influence Map (consideration) - searches a Wise Feline Influence Map for a value (centered on the controlled actor or a blackboard location) and writes the result to a blackboard key.
Some of the integrations which don't require dependencies live in the main plugin. They include:
- EQS
- Behavior Trees
- Perception System
- Blackboards
- Gameplay Tags