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Top Down Stealth Toolkit Tutorial: How to control the AI Perception model for AI agents

The following information is based on the v2.0 edition of Top Down Stealth Toolkit & hence may not remain entirely relevant in later versions. For more information about the toolkit, check out the official support thread in the Unreal Engine forums: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit


The Top Down Stealth Toolkit uses a custom Perception system to evaluate potential threats for the AI agents. It's user defined properties can all be edited through the component details panel from the owning blueprint, thus facilitating creation of different threat perception models for different types of AI agents. This tutorial will go over the basic parameters that control the working of this system.



Visual Perception Data:

1. IsVisualPerceptionEnabled?: Determines if the agent can use Visual Perception to perceive stimuli.
2. Vision Range: Determines the direct line of sight range.
3. HalfVisionAngle: Determines the half angle for the agent's cone of vision.

Aural Perception Data:

1. IsAuralPerceptionEnabled?: Determines if the agent can use Aural Perception to perceive stimuli.
2. HearingRange: Controls the maximum distance at which a sound of default loudness 1.0 (controlled through the 'PerceptionRangeModifier' parameter of interest stimuli: Breakdown of Stimulus Parameters) can be perceived by the agent.

Intuitive Perception Data:

1. IsIntuitivePerceptionEnabled?: Determines if the agent can use Intuitive Perception to perceive stimuli.

Motion Perception Data:

1. IsMotionPerceptionEnabled?: Determines if the agent can use Motion Perception to perceive a stimuli.
2. DetectionRange: Determines the maximum range at which stimuli can be sensed.
3. DetectionCounter: A counter that decides if the agent should respond to the stimulus [Used because this is an indirect form of perception]
4. CounterIncrementPerCycle: Controls the rate at which the Detection Counter increases if the stimulus is in range.
5. CounterDecrementPerCycle: Controls the rate at which the Detection Counter decreases once the stimulus goes out of range.
6. CriticalDetectionValue: Determines the threshold point for Detection Counter, at which the agent responds to the stimulus.
7. DisplayAlertnessLevel?: Determines if changes in the Detection Counter value need to be displayed in the game space.

Can Perceive Interests?: Determines if the Agent can perceive Interest Stimuli. If set to false, only Target stimuli will be perceivable.


Note: The Perception system has no awareness about it's owning actor & uses a custom interface to receive & send messages. So if you're using a custom AI agent, make sure that the owner class implements the BPI_SensorySystem interface & it's functions. For reference, check out the implementation of the interface functions in BP_PatrolGuard_Parent.

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