Artificial Intelligence
Ninja Combat includes a small set of AI helpers that allow Behavior Trees and State Trees to interact with Combat System state.
These nodes are focused on common combat decisions, such as checking whether a combatant is dead or advancing a combo from AI logic. They are optional, but useful when AI Agents need to react to damage state or drive combo attacks without relying on player input.
Behavior Trees
Behavior Tree nodes are useful for AI Agents built around Unreal Engine's Behavior Tree framework.
Node | Type | Description |
|---|---|---|
Combatant Dead | Decorator | Checks if a combat actor is dead, using the state provided by the Damage Manager. |
Advance Combo | Service | Advances the active combo using either an Input Action or Gameplay Tag. Can be extended for custom logic. |
State Trees
State Tree nodes provide equivalent functionality for AI Agents built around Unreal Engine's State Tree framework.
Node | Type | Description |
|---|---|---|
Combatant Dead | Condition | Checks if a combat actor is dead, using the state provided by the Damage Manager. |
Advance Combo | Task | Advances the active combo using either an Input Action or Gameplay Tag. Can be extended for custom logic. |