The SM_Behavior is a UObject-derived Blueprint class within the Combat AI Behavior System for Unreal Engine 5, extending BP_StateMachine to define and manage AI behavior states for enemies in Action RPGs. It serves as the base class for state machines like SM_Humanoid_CombatBehavior, enabling developers to control AI state transitions and behaviors, such as patrolling, attacking, or retreating. The class addresses the need for flexible, modular AI behavior management, integrating with BP_BehaviorManagerComponent to drive complex enemy interactions in the Advanced ARPG Combat framework.

Basic Usage

This section outlines how to use SM_Behavior to define AI behavior states within the Combat AI Behavior System. The following functions are essential for managing behavior states.

  1. CanEnterState:

    • Purpose: Checks if the behavior state machine can be entered based on initialization conditions.
    • Usage: Override in a custom SM_Behavior to enforce entry requirements, returning a boolean.
    • Example: Ensure the AI is valid before entering.
  2. EnterState:

    • Purpose: Executes logic when the behavior state machine is entered, initializing the AI behavior.
    • Usage: Override in a custom SM_Behavior to set the initial state.
    • Example: When theState.Patrol starts, run the corresponding start patrol state function.
  3. EndState:

    • Purpose: Executes cleanup logic when the behavior state machine is exited.
    • Usage: Override in a custom SM_Behavior to reset behavior data.
    • Example: When theState.Patrol ends, run the corresponding end patrol state function.
  4. UpdateBehavior:

    • Purpose: Updates AI behavior every Behavior Tree tick for continuous adjustments.
    • Usage: Override in a custom SM_Behavior to handle frequent behavior updates, such as movement or targeting.
    • Example: Transition state based on distance to player
  5. RunStateMachine:

    • Purpose: Manages complex state transitions, triggered when an ability ends or explicitly called with the correct Behavior State Machine Tag.
    • Usage: Override in a custom SM_Behavior to define transition logic for significant state changes.
    • Example: Transition from State.Idle to State.Chase on target detection.
  6. OnTrackTargetUpdated:

    • Purpose: Updates AI targeting frequently for precise behavior adjustments.
    • Usage: Override in a custom SM_Behavior to handle frequent target tracking.
    • Example: Adjust movement toward a target.
  7. OnBehaviorLogicStopped:

    • Purpose: Performs cleanup when behavior logic is stopped, such as on AI death.
    • Usage: Override in a custom SM_Behavior to handle cleanup.
    • Example: Reset Blackboard values or clear behavior related timers

Key Properties

Property NamePurpose
State TagGameplay Tag identifying the state (e.g., State.Attack), used for searching or triggering states.
bTrackStateActiveTimeIf true, tracks the active duration of the state, accessible via Get State Time.

Key Concepts

Continuous Behavior Updates

The UpdateBehavior function runs every Behavior Tree tick, enabling continuous AI behavior adjustments, such as updating movement or orientation. This concept is essential for maintaining smooth, responsive AI in dynamic combat scenarios.

  • Purpose: Supports frequent updates for real-time AI behavior.
  • Usage: Override UpdateBehavior to adjust AI actions based on Blackboard values or environmental conditions.
  • Benefit: Ensures AI remains reactive during fast-paced gameplay.

Complex State Transitions

The RunStateMachine function handles significant state transitions, triggered by ability completion or explicit calls from BP_BehaviorManagerComponent. This concept allows developers to define critical AI state changes, such as switching from idle to combat modes.

  • Purpose: Facilitates major state changes for complex AI behaviors.
  • Usage: Override RunStateMachine to define transitions using Gameplay Tags or Blackboard data.
  • Benefit: Provides precise control over pivotal AI behavior shifts.

Target Tracking

The OnTrackTargetUpdated function supports frequent updates to AI targeting, ensuring precise movement and combat adjustments. This concept is critical for tight AI behaviors, such as tracking a moving player.

  • Purpose: Maintains accurate targeting for dynamic AI interactions.
  • Usage: Override OnTrackTargetUpdated to adjust AI positioning or actions.
  • Benefit: Enhances AI responsiveness in fast-paced combat.

Behavior Customization

The SM_Behavior allows customization of AI behaviors through several useful customizable functions. This concept enables developers to tailor AI without modifying core logic, using BP_EnemyInfo or child classes like SM_Humanoid_CombatBehavior.

  • Purpose: Provides flexible behavior tuning for different enemy types.
  • Usage: Adjust properties in BP_EnemyInfo or a custom SM_Behavior child class.
  • Benefit: Streamlines AI configuration for varied gameplay roles.

Behavior Synchronization

The state machine provides high-level context that the Behavior Tree can reference. For example, if the current state is “Strafe” or “Retreat”, the Behavior Tree can use this context to branch into appropriate logic by checking a blackboard key.

This allows the FSM and Behavior Tree to operate in tandem and stay aligned.

Best Practices

  • Workflows:
    • Use BP_EnemyInfo to set SM_Behavior properties for consistent configuration.
    • Test transitions with demo SM_Humanoid_CombatBehavior before creating custom behaviors.
    • Leverage Gameplay Tags (e.g., Behavior.Combat.Attack) for clear state identification in RunStateMachine.
  • Pitfalls to Avoid:
    • Don’t overload UpdateBehavior with complex logic; reserve intricate transitions for RunStateMachine.
    • Avoid duplicate State Tag values across SM_Behavior instances to prevent conflicts.
    • Don’t skip overriding CanEnterState to ensure valid state entry.