Ai Spawner System
AI Spawner System
Section titled “AI Spawner System”AI Spawner Architecture
Section titled “AI Spawner Architecture”Spawner Actor Components
Section titled “Spawner Actor Components”Create a robust AI spawning system that handles enemy placement and respawning:
Core Components
Section titled “Core Components”- Sphere Visualization: Shows spawner location for level designers (hidden in game)
- Static Variables: Actor class, spawn delay, position validation
Spawner Configuration
Section titled “Spawner Configuration”- Actor Variable: Selectable AI character class to spawn
- Spawn Delay: 3-second default delay before spawning
- Instance Editable: Allow per-spawner customization in level editor
Spawn Location Validation
Section titled “Spawn Location Validation”Line Trace for Ground Detection
Section titled “Line Trace for Ground Detection”Ensure AI spawns on valid ground surfaces:
// Safe Spawn Location DetectionOnSpawnerActivation() {start_location = GetActorLocation() + Vector(0, 0, 500);end_location = GetActorLocation() - Vector(0, 0, 500);
LineTraceForObjects(start_location, end_location, [WorldStatic, WorldDynamic]);
spawn_location = hit_location + Vector(0, 0, 100); // Slight elevationSpawnActor(Actor_Class, spawn_location, GetActorRotation());}
This system prevents AI from spawning inside geometry or falling through the world.
AI Controller Setup
Section titled “AI Controller Setup”Custom AI Controller
Section titled “Custom AI Controller”Create dedicated AI controller for enhanced AI behavior:
AI Controller Configuration
Section titled “AI Controller Configuration”- Blueprint: AIController_Coursera
- Auto Possess: Set to “Placed in World or Spawned”
- Integration: Apply to all AI characters in class defaults
Spawner Interface System
Section titled “Spawner Interface System”Respawn Communication
Section titled “Respawn Communication”Create interface for spawner-AI communication:
Interface_Spawner_AI
Section titled “Interface_Spawner_AI”- Function: Respawn
- Purpose: AI characters call this when they die
- Implementation: Restart spawn delay timer
AI Death Integration
Section titled “AI Death Integration”Connect AI death to respawn system:
// AI Death Respawn ChainAI_Character.F_Dead() {spawner = GetOwner(); // Set during spawnspawner.Interface_Respawn();
// Delay destruction to allow respawn setupTimerEvent(5_seconds) {DestroyActor(Self);}}
Spawn Process Management
Section titled “Spawn Process Management”Owner Relationship
Section titled “Owner Relationship”Establish proper ownership between spawner and AI:
Owner Assignment
Section titled “Owner Assignment”- Spawn Actor: Set spawner as owner of spawned AI
- Override Controller: AI controller automatically becomes owner, must override
- Interface Function: Interface_Set_AI_Owner for proper owner assignment
Spawn Delay System
Section titled “Spawn Delay System”Implement configurable spawn timing:
Delay Implementation
Section titled “Delay Implementation”- Event Begin Play: Trigger initial spawn after delay
- Respawn Delay: Same delay applies to respawn after AI death
- Variable Delay: Instance-editable spawn timing per spawner
AI Navigation Setup
Section titled “AI Navigation Setup”Nav Mesh Integration
Section titled “Nav Mesh Integration”Ensure AI can navigate level properly:
Nav Mesh Bounds Volume
Section titled “Nav Mesh Bounds Volume”- Placement: Cover entire playable area
- Visualization: Press ‘P’ to see navigation mesh
- AI Movement: AI can only move within nav mesh bounds
- Level Design: Ensure nav mesh covers intended AI patrol areas
Spawner Placement Strategy
Section titled “Spawner Placement Strategy”Level Design Integration
Section titled “Level Design Integration”Position spawners strategically throughout levels:
Placement Considerations
Section titled “Placement Considerations”- Enemy Distribution: Spread spawners for varied encounters
- Difficulty Scaling: Place stronger enemies in challenging locations
- Respawn Logic: Consider player progression when enemy respawns
- Navigation Access: Ensure spawned AI can reach intended areas
Multiple Enemy Types
Section titled “Multiple Enemy Types”- Varied Spawners: Different spawners for different AI types
- Class Selection: Choose appropriate AI character class per spawner
- Spawn Timing: Vary spawn delays to prevent synchronized enemy waves
Testing and Debugging
Section titled “Testing and Debugging”Spawn Validation
Section titled “Spawn Validation”Test spawner system thoroughly:
- Ground Detection: Verify AI spawns on solid ground
- Navigation: Confirm AI can move after spawning
- Respawn Cycle: Test death-respawn cycle works correctly
- Owner Relationships: Ensure proper spawner-AI connections
Performance Considerations
Section titled “Performance Considerations”- Spawn Limits: Monitor total AI count in level
- Cleanup: Ensure dead AI properly destroys
- Memory Management: Prevent accumulation of unused AI references
The AI spawner system provides flexible, level-designer-friendly enemy placement with robust respawn mechanics that support dynamic gameplay while maintaining performance and reliability.