Fix combat cycle, spline resume, team identity, and debug system

- Add TeamComponent for player pawn team identity (Role-based: Civilian/Enemy/Protector)
- Add IsTargetActorValid to interface for dead target filtering
- Fix GetTeamAttitudeTowards to check IGenericTeamAgentInterface + TeamComponent
- Guarantee BehaviorStopAttack via OnTaskFinished (all exit paths)
- Prevent Combat state without ThreatActor (stay Alerted until perception catches up)
- Resume spline at closest point from current position after combat
- Sync CurrentSpline and SplineProgress to Blackboard in FollowSpline tick
- Auto-detect Patrol state when NPC has a spline (fixes Idle speed=0 blocking movement)
- Add per-component debug toggles (Personality + SplineFollower independent)
- Use AddMovementInput instead of RequestDirectMove for reliable post-combat movement
- Add bTickInEditor for Personality debug in Simulate mode

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
j.foucher 2026-03-27 12:43:08 +01:00
parent 0c4c409ebc
commit e7c3598dce
16 changed files with 576 additions and 159 deletions

View File

@ -55,7 +55,18 @@ void UPS_AI_Behavior_BTService_EvaluateReaction::TickNode(
}
// ─── Evaluate and apply the reaction ────────────────────────────────
const EPS_AI_Behavior_State NewState = Personality->ApplyReaction();
EPS_AI_Behavior_State NewState = Personality->ApplyReaction();
// Don't enter Combat or TakingCover without a valid ThreatActor in BB
if (NewState == EPS_AI_Behavior_State::Combat || NewState == EPS_AI_Behavior_State::TakingCover)
{
const AActor* ThreatActor = Cast<AActor>(BB->GetValueAsObject(PS_AI_Behavior_BB::ThreatActor));
if (!ThreatActor)
{
// Threat level says fight, but no target yet — stay Alerted until perception catches up
NewState = EPS_AI_Behavior_State::Alerted;
}
}
// Write to Blackboard
AIC->SetBehaviorState(NewState);

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@ -72,11 +72,12 @@ void UPS_AI_Behavior_BTService_UpdateThreat::TickNode(
BB->SetValueAsObject(PS_AI_Behavior_BB::ThreatActor, ThreatActor);
BB->SetValueAsVector(PS_AI_Behavior_BB::ThreatLocation, ThreatActor->GetActorLocation());
}
else if (FinalThreat <= 0.01f)
else
{
// Clear threat data when fully decayed
// No valid threat — clear BB and force threat to zero
BB->ClearValue(PS_AI_Behavior_BB::ThreatActor);
BB->ClearValue(PS_AI_Behavior_BB::ThreatLocation);
BB->SetValueAsFloat(PS_AI_Behavior_BB::ThreatLevel, 0.0f);
}
// Sync to PersonalityComponent

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@ -31,6 +31,17 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_Attack::ExecuteTask(
}
APawn* Pawn = AIC->GetPawn();
// Validate target before starting attack
if (Pawn && Pawn->Implements<UPS_AI_Behavior_Interface>())
{
if (!IPS_AI_Behavior_Interface::Execute_IsTargetActorValid(Pawn, Target))
{
BB->ClearValue(PS_AI_Behavior_BB::ThreatActor);
BB->SetValueAsFloat(PS_AI_Behavior_BB::ThreatLevel, 0.0f);
return EBTNodeResult::Failed;
}
}
FAttackMemory* Memory = reinterpret_cast<FAttackMemory*>(NodeMemory);
Memory->bMovingToTarget = false;
Memory->bAttacking = false;
@ -72,10 +83,26 @@ void UPS_AI_Behavior_BTTask_Attack::TickTask(
AActor* Target = BB ? Cast<AActor>(BB->GetValueAsObject(PS_AI_Behavior_BB::ThreatActor)) : nullptr;
if (!Target)
{
BB->SetValueAsFloat(PS_AI_Behavior_BB::ThreatLevel, 0.0f);
FinishLatentTask(OwnerComp, EBTNodeResult::Failed);
return;
}
// Check if target is still valid (alive, not despawning) via interface
APawn* Pawn = AIC->GetPawn();
if (Pawn && Pawn->Implements<UPS_AI_Behavior_Interface>())
{
if (!IPS_AI_Behavior_Interface::Execute_IsTargetActorValid(Pawn, Target))
{
// Target is dead/invalid — clear BB, StopAttack called by OnTaskFinished
AIC->StopMovement();
BB->ClearValue(PS_AI_Behavior_BB::ThreatActor);
BB->SetValueAsFloat(PS_AI_Behavior_BB::ThreatLevel, 0.0f);
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return;
}
}
FAttackMemory* Memory = reinterpret_cast<FAttackMemory*>(NodeMemory);
// Keep moving toward target if out of range
@ -96,15 +123,26 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_Attack::AbortTask(
if (AIC)
{
AIC->StopMovement();
}
// StopAttack is called by OnTaskFinished (covers all exit paths)
return EBTNodeResult::Aborted;
}
// Tell the Pawn to stop attacking
void UPS_AI_Behavior_BTTask_Attack::OnTaskFinished(
UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTNodeResult::Type TaskResult)
{
// Always stop attacking when the task ends, regardless of how it ended
APS_AI_Behavior_AIController* AIC = Cast<APS_AI_Behavior_AIController>(OwnerComp.GetAIOwner());
if (AIC)
{
APawn* Pawn = AIC->GetPawn();
if (Pawn && Pawn->Implements<UPS_AI_Behavior_Interface>())
{
IPS_AI_Behavior_Interface::Execute_BehaviorStopAttack(Pawn);
}
}
return EBTNodeResult::Aborted;
Super::OnTaskFinished(OwnerComp, NodeMemory, TaskResult);
}
FString UPS_AI_Behavior_BTTask_Attack::GetStaticDescription() const

View File

@ -31,6 +31,12 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_FindAndFollowSpline::ExecuteTask(
return EBTNodeResult::Failed;
}
// Debug: log state on entry
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] FindAndFollowSpline: bIsFollowing=%d CurrentSpline=%s"),
*AIC->GetName(),
(int32)Follower->bIsFollowing,
Follower->CurrentSpline ? *Follower->CurrentSpline->GetName() : TEXT("null"));
// If already following a spline, don't re-search — just succeed immediately
// The Follow Spline task will continue the movement
if (Follower->bIsFollowing && Follower->CurrentSpline)
@ -38,6 +44,68 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_FindAndFollowSpline::ExecuteTask(
return EBTNodeResult::Succeeded;
}
// If paused (e.g. after combat abort) but still has a valid spline, resume it
// Find the closest point on the spline from NPC's CURRENT position (not old pause point)
if (!Follower->bIsFollowing && Follower->CurrentSpline)
{
const FVector PawnLoc = AIC->GetPawn()->GetActorLocation();
float ClosestDist = 0.0f;
FVector ClosestPoint = FVector::ZeroVector;
const float GapToSpline = Follower->CurrentSpline->GetClosestPointOnSpline(
PawnLoc, ClosestDist, ClosestPoint);
// Determine direction from pawn forward vs spline tangent at closest point
const FVector PawnFwd = AIC->GetPawn()->GetActorForwardVector();
const FVector SplineDir = Follower->CurrentSpline->GetWorldDirectionAtDistance(ClosestDist);
const bool bForward = FVector::DotProduct(PawnFwd, SplineDir) >= 0.0f;
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] FindAndFollowSpline: resuming spline '%s' at closest point (gap=%.0fcm, dist=%.0f, bWalkToSpline=%d, AcceptanceRadius=%.0f)"),
*AIC->GetName(), *Follower->CurrentSpline->GetName(), GapToSpline, ClosestDist,
(int32)bWalkToSpline, AcceptanceRadius);
if (bWalkToSpline && GapToSpline > AcceptanceRadius)
{
// Walk to closest spline point via NavMesh
Follower->CurrentDistance = ClosestDist;
const EPathFollowingRequestResult::Type Result = AIC->MoveToLocation(
ClosestPoint, AcceptanceRadius, /*bStopOnOverlap=*/true,
/*bUsePathfinding=*/true, /*bProjectDestinationToNavigation=*/true,
/*bCanStrafe=*/false);
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] FindAndFollowSpline: MoveToLocation result=%d (0=Failed, 1=AlreadyAtGoal, 2=RequestSuccessful)"),
*AIC->GetName(), (int32)Result);
if (Result == EPathFollowingRequestResult::AlreadyAtGoal)
{
Follower->StartFollowingAtDistance(Follower->CurrentSpline, ClosestDist, bForward);
return EBTNodeResult::Succeeded;
}
if (Result != EPathFollowingRequestResult::Failed)
{
FFindSplineMemory* Memory = reinterpret_cast<FFindSplineMemory*>(NodeMemory);
Memory->bMovingToSpline = true;
return EBTNodeResult::InProgress;
}
// Pathfinding failed — fall through to full re-search below
UE_LOG(LogPS_AI_Behavior, Warning,
TEXT("[%s] FindAndFollowSpline: pathfinding FAILED to reach spline, falling through to re-search"),
*AIC->GetName());
}
else
{
// Close enough — clear any residual movement request and start following
AIC->StopMovement();
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] FindAndFollowSpline: close enough, StartFollowingAtDistance(dist=%.0f, fwd=%d)"),
*AIC->GetName(), ClosestDist, (int32)bForward);
Follower->StartFollowingAtDistance(Follower->CurrentSpline, ClosestDist, bForward);
return EBTNodeResult::Succeeded;
}
}
// Determine NPC type
EPS_AI_Behavior_NPCType NPCType = EPS_AI_Behavior_NPCType::Civilian;
UPS_AI_Behavior_PersonalityComponent* Personality = AIC->GetPersonalityComponent();

View File

@ -5,6 +5,7 @@
#include "PS_AI_Behavior_SplineFollowerComponent.h"
#include "PS_AI_Behavior_SplinePath.h"
#include "PS_AI_Behavior_Definitions.h"
#include "BehaviorTree/BlackboardComponent.h"
UPS_AI_Behavior_BTTask_FollowSpline::UPS_AI_Behavior_BTTask_FollowSpline()
{
@ -61,6 +62,19 @@ void UPS_AI_Behavior_BTTask_FollowSpline::TickTask(
{
UPS_AI_Behavior_SplineFollowerComponent* FollowerCheck =
AICCheck->GetPawn()->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>();
// Sync spline info to Blackboard
if (FollowerCheck)
{
if (UBlackboardComponent* BB = OwnerComp.GetBlackboardComponent())
{
BB->SetValueAsObject(PS_AI_Behavior_BB::CurrentSpline,
FollowerCheck->CurrentSpline);
BB->SetValueAsFloat(PS_AI_Behavior_BB::SplineProgress,
FollowerCheck->GetProgress());
}
}
if (FollowerCheck && !FollowerCheck->bIsFollowing)
{
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
@ -112,6 +126,14 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_FollowSpline::AbortTask(
Follower->PauseFollowing();
}
}
// Clear spline info from BB
if (UBlackboardComponent* BB = OwnerComp.GetBlackboardComponent())
{
BB->ClearValue(PS_AI_Behavior_BB::CurrentSpline);
BB->SetValueAsFloat(PS_AI_Behavior_BB::SplineProgress, 0.0f);
}
return EBTNodeResult::Aborted;
}

View File

@ -4,6 +4,7 @@
#include "PS_AI_Behavior_Interface.h"
#include "PS_AI_Behavior_PerceptionComponent.h"
#include "PS_AI_Behavior_PersonalityComponent.h"
#include "PS_AI_Behavior_TeamComponent.h"
#include "PS_AI_Behavior_PersonalityProfile.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h"
@ -275,12 +276,23 @@ ETeamAttitude::Type APS_AI_Behavior_AIController::GetTeamAttitudeTowards(const A
if (OtherPawn)
{
// Check via AIController (NPC with our behavior system)
if (const AAIController* OtherAIC = Cast<AAIController>(OtherPawn->GetController()))
// 1) Check controller's IGenericTeamAgentInterface (AI controllers, custom player controllers)
if (const AController* OtherController = OtherPawn->GetController())
{
OtherTeam = OtherAIC->GetGenericTeamId().GetId();
if (const IGenericTeamAgentInterface* TeamAgent = Cast<IGenericTeamAgentInterface>(OtherController))
{
OtherTeam = TeamAgent->GetGenericTeamId().GetId();
}
}
// 2) Fallback: check for our TeamComponent on the Pawn (player characters, etc.)
if (OtherTeam == FGenericTeamId::NoTeam)
{
if (const UPS_AI_Behavior_TeamComponent* TeamComp = OtherPawn->FindComponentByClass<UPS_AI_Behavior_TeamComponent>())
{
OtherTeam = TeamComp->GetGenericTeamId().GetId();
}
}
// Players or other pawns without AIController → NoTeam (Neutral)
}
// NoTeam (255) → Neutral

View File

@ -180,12 +180,15 @@ AActor* UPS_AI_Behavior_PerceptionComponent::GetHighestThreatActor(
AActor* BestThreat = nullptr;
float BestScore = -1.0f;
// Get our Pawn for IsTargetActorValid checks
const AAIController* AIC = Cast<AAIController>(Owner);
APawn* MyPawn = AIC ? AIC->GetPawn() : Cast<APawn>(const_cast<AActor*>(Owner));
for (AActor* Actor : PerceivedActors)
{
if (!Actor || Actor == Owner) continue;
// Skip self (when owner is AIController, also skip own pawn)
const AAIController* AIC = Cast<AAIController>(Owner);
if (AIC && Actor == AIC->GetPawn()) continue;
// Skip non-hostile actors (only Hostile actors are valid threats)
@ -198,6 +201,15 @@ AActor* UPS_AI_Behavior_PerceptionComponent::GetHighestThreatActor(
}
}
// Skip invalid targets (dead, despawning, etc.) via interface
if (MyPawn && MyPawn->Implements<UPS_AI_Behavior_Interface>())
{
if (!IPS_AI_Behavior_Interface::Execute_IsTargetActorValid(MyPawn, Actor))
{
continue;
}
}
// ─── Classify this actor ────────────────────────────────────────
const EPS_AI_Behavior_TargetType ActorType = ClassifyActor(Actor);
@ -268,8 +280,9 @@ float UPS_AI_Behavior_PerceptionComponent::CalculateThreatLevel()
TArray<AActor*> PerceivedActors;
GetCurrentlyPerceivedActors(nullptr, PerceivedActors); // All senses
// Get our AIController for attitude checks
// Get our AIController and Pawn for checks
const AAIController* AIC = Cast<AAIController>(Owner);
APawn* MyPawn = AIC ? AIC->GetPawn() : Cast<APawn>(const_cast<AActor*>(Owner));
for (AActor* Actor : PerceivedActors)
{
@ -285,6 +298,15 @@ float UPS_AI_Behavior_PerceptionComponent::CalculateThreatLevel()
}
}
// Skip invalid targets (dead, despawning, etc.) via interface
if (MyPawn && MyPawn->Implements<UPS_AI_Behavior_Interface>())
{
if (!IPS_AI_Behavior_Interface::Execute_IsTargetActorValid(MyPawn, Actor))
{
continue;
}
}
float ActorThreat = 0.0f;
const float Dist = FVector::Dist(OwnerLoc, Actor->GetActorLocation());

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@ -3,11 +3,19 @@
#include "PS_AI_Behavior_PersonalityComponent.h"
#include "PS_AI_Behavior_Interface.h"
#include "PS_AI_Behavior_PersonalityProfile.h"
#include "PS_AI_Behavior_AIController.h"
#include "PS_AI_Behavior_SplineFollowerComponent.h"
#include "PS_AI_Behavior_SplinePath.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Net/UnrealNetwork.h"
#include "DrawDebugHelpers.h"
#include "Kismet/KismetSystemLibrary.h"
#include "AIController.h"
UPS_AI_Behavior_PersonalityComponent::UPS_AI_Behavior_PersonalityComponent()
{
PrimaryComponentTick.bCanEverTick = false;
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true; // Required for Simulate In Editor
SetIsReplicatedByDefault(true);
}
@ -101,10 +109,19 @@ EPS_AI_Behavior_State UPS_AI_Behavior_PersonalityComponent::EvaluateReaction() c
return EPS_AI_Behavior_State::Alerted;
}
// No threat — maintain patrol or idle
return (CurrentState == EPS_AI_Behavior_State::Patrol)
? EPS_AI_Behavior_State::Patrol
: EPS_AI_Behavior_State::Idle;
// No threat — patrol if following a spline, otherwise idle
if (const AActor* Owner = GetOwner())
{
if (const UPS_AI_Behavior_SplineFollowerComponent* Spline =
Owner->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
{
if (Spline->bIsFollowing || Spline->CurrentSpline)
{
return EPS_AI_Behavior_State::Patrol;
}
}
}
return EPS_AI_Behavior_State::Idle;
}
EPS_AI_Behavior_State UPS_AI_Behavior_PersonalityComponent::ApplyReaction()
@ -175,6 +192,103 @@ void UPS_AI_Behavior_PersonalityComponent::HandleStateChanged(
}
}
void UPS_AI_Behavior_PersonalityComponent::TickComponent(
float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (bDebug)
{
DrawDebugInfo();
}
}
void UPS_AI_Behavior_PersonalityComponent::DrawDebugInfo() const
{
const AActor* Owner = GetOwner();
if (!Owner) return;
const UWorld* World = GetWorld();
if (!World) return;
// Position: above the NPC's head
const FVector HeadPos = Owner->GetActorLocation() + FVector(0.f, 0.f, 120.f);
// ─── Gather info ────────────────────────────────────────────────────
const FString NPCName = Owner->GetName();
const EPS_AI_Behavior_NPCType NPCType = GetNPCType();
// TeamId + Hostile from AIController
uint8 DebugTeamId = 255;
FString ThreatActorName = TEXT("none");
float ThreatLevel = PerceivedThreatLevel;
bool bHostile = false;
const APawn* Pawn = Cast<APawn>(Owner);
if (Pawn)
{
if (const APS_AI_Behavior_AIController* AIC = Cast<APS_AI_Behavior_AIController>(Pawn->GetController()))
{
DebugTeamId = AIC->GetGenericTeamId().GetId();
// Get ThreatActor from Blackboard
if (const UBlackboardComponent* BB = AIC->GetBlackboardComponent())
{
if (AActor* ThreatActor = Cast<AActor>(BB->GetValueAsObject(PS_AI_Behavior_BB::ThreatActor)))
{
ThreatActorName = ThreatActor->GetName();
}
}
}
if (Pawn->Implements<UPS_AI_Behavior_Interface>())
{
bHostile = IPS_AI_Behavior_Interface::Execute_IsBehaviorHostile(const_cast<APawn*>(Pawn));
}
}
// Spline info
FString SplineInfo = TEXT("");
if (const UPS_AI_Behavior_SplineFollowerComponent* Spline =
Owner->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
{
if (Spline->bIsFollowing && Spline->CurrentSpline)
{
SplineInfo = FString::Printf(TEXT("\nSpline: %s (%.0f%%)"),
*Spline->CurrentSpline->GetName(), Spline->GetProgress() * 100.f);
}
}
// ─── Color by state ─────────────────────────────────────────────────
FColor TextColor;
switch (CurrentState)
{
case EPS_AI_Behavior_State::Idle: TextColor = FColor::White; break;
case EPS_AI_Behavior_State::Patrol: TextColor = FColor::Green; break;
case EPS_AI_Behavior_State::Alerted: TextColor = FColor::Yellow; break;
case EPS_AI_Behavior_State::Combat: TextColor = FColor::Red; break;
case EPS_AI_Behavior_State::Fleeing: TextColor = FColor::Orange; break;
case EPS_AI_Behavior_State::TakingCover: TextColor = FColor::Cyan; break;
case EPS_AI_Behavior_State::Dead: TextColor = FColor(80, 80, 80); break;
default: TextColor = FColor::White; break;
}
// ─── Build text ─────────────────────────────────────────────────────
const FString DebugText = FString::Printf(
TEXT("%s [%s] Team:%d %s\n%s Threat:%.2f → %s%s"),
*NPCName,
*UEnum::GetDisplayValueAsText(NPCType).ToString(),
DebugTeamId,
bHostile ? TEXT("HOSTILE") : TEXT(""),
*UEnum::GetDisplayValueAsText(CurrentState).ToString(),
ThreatLevel,
*ThreatActorName,
*SplineInfo);
UKismetSystemLibrary::DrawDebugString(
GetOwner(), HeadPos, DebugText, nullptr, FLinearColor(TextColor), 0.f);
}
EPS_AI_Behavior_NPCType UPS_AI_Behavior_PersonalityComponent::GetNPCType() const
{
// Prefer the IPS_AI_Behavior interface on the owning actor

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@ -154,141 +154,158 @@ void UPS_AI_Behavior_SplineFollowerComponent::TickComponent(
return;
}
// ─── Advance along spline ───────────────────────────────────────────
// Use the NPC's actual movement speed (from CMC) instead of a fixed speed.
// This keeps the target point in sync with how fast the character really moves.
float Speed = GetEffectiveSpeed();
ACharacter* OwnerCharacter = Cast<ACharacter>(GetOwner());
if (OwnerCharacter && OwnerCharacter->GetCharacterMovement())
{
Speed = OwnerCharacter->GetCharacterMovement()->GetMaxSpeed();
}
const float Delta = Speed * DeltaTime;
const float PrevDistance = CurrentDistance;
const bool bPrevForward = bMovingForward;
if (bMovingForward)
{
CurrentDistance += Delta;
}
else
{
CurrentDistance -= Delta;
}
// Log direction changes and significant distance jumps
if (bDrawDebug)
{
if (bMovingForward != bPrevForward)
{
UE_LOG(LogPS_AI_Behavior, Warning,
TEXT("[%s] DIRECTION CHANGED: %s -> %s at dist=%.0f/%.0f"),
GetOwner() ? *GetOwner()->GetName() : TEXT("?"),
bPrevForward ? TEXT("FWD") : TEXT("BWD"),
bMovingForward ? TEXT("FWD") : TEXT("BWD"),
CurrentDistance, SplineLen);
}
const float DistJump = FMath::Abs(CurrentDistance - PrevDistance);
if (DistJump > Delta * 2.0f && DistJump > 10.0f)
{
UE_LOG(LogPS_AI_Behavior, Warning,
TEXT("[%s] DIST JUMP: %.0f -> %.0f (delta=%.1f, expected=%.1f) fwd=%d"),
GetOwner() ? *GetOwner()->GetName() : TEXT("?"),
PrevDistance, CurrentDistance, DistJump, Delta,
(int32)bMovingForward);
}
}
// ─── End of spline handling ─────────────────────────────────────────
if (CurrentDistance >= SplineLen)
{
if (CurrentSpline->SplineComp && CurrentSpline->SplineComp->IsClosedLoop())
{
CurrentDistance = FMath::Fmod(CurrentDistance, SplineLen);
}
else if (bReverseAtEnd)
{
// Clamp to the end — don't reverse the target point yet.
// Wait until the NPC is close enough, then reverse.
CurrentDistance = SplineLen;
const FVector EndPoint = CurrentSpline->GetWorldLocationAtDistance(SplineLen);
const float GapToEnd = FVector::Dist2D(GetOwner()->GetActorLocation(), EndPoint);
if (GapToEnd < 80.0f)
{
// NPC has caught up — now reverse
bMovingForward = false;
}
// Otherwise, target stays at the end and NPC walks toward it
}
else
{
CurrentDistance = SplineLen;
bIsFollowing = false;
OnSplineEndReached.Broadcast(CurrentSpline);
return;
}
}
else if (CurrentDistance <= 0.0f)
{
if (CurrentSpline->SplineComp && CurrentSpline->SplineComp->IsClosedLoop())
{
CurrentDistance = SplineLen + CurrentDistance;
}
else if (bReverseAtEnd)
{
// Clamp to the start — wait for NPC to catch up
CurrentDistance = 0.0f;
const FVector StartPoint = CurrentSpline->GetWorldLocationAtDistance(0.0f);
const float GapToStart = FVector::Dist2D(GetOwner()->GetActorLocation(), StartPoint);
if (GapToStart < 80.0f)
{
// NPC has caught up — now reverse
bMovingForward = true;
}
}
else
{
CurrentDistance = 0.0f;
bIsFollowing = false;
OnSplineEndReached.Broadcast(CurrentSpline);
return;
}
}
// ─── Move the pawn ──────────────────────────────────────────────────
const FVector TargetLocation = CurrentSpline->GetWorldLocationAtDistance(CurrentDistance);
const FRotator TargetRotation = CurrentSpline->GetWorldRotationAtDistance(CurrentDistance);
// ─── Pure Pursuit: project NPC onto spline, target = lookahead ahead ──
// This eliminates gap accumulation in turns. The NPC always steers toward
// a point that follows the curve naturally at a fixed distance ahead.
AActor* Owner = GetOwner();
const FVector CurrentLocation = Owner->GetActorLocation();
const FRotator CurrentRotation = Owner->GetActorRotation();
// Use Character movement if available for proper physics/collision
ACharacter* Character = Cast<ACharacter>(Owner);
if (Character && Character->GetCharacterMovement())
{
// Steer toward the spline point directly.
// The spline advances smoothly each frame so the target point moves along the curve.
// This gives natural cornering without drifting.
const FVector ToTarget = TargetLocation - CurrentLocation;
const float GapToSpline = ToTarget.Size2D();
// Project NPC position onto the spline to find where we actually are
float ProjectedDistance = 0.0f;
FVector ProjectedPoint;
CurrentSpline->GetClosestPointOnSpline(CurrentLocation, ProjectedDistance, ProjectedPoint);
FVector DesiredVelocity;
if (GapToSpline < 1.0f)
// Ensure monotonic progress: don't let projection jump backward past current
// (can happen at tight S-curves where two segments are close in world space)
const float ProgressDir = bMovingForward ? 1.0f : -1.0f;
const float ProgressDelta = (ProjectedDistance - CurrentDistance) * ProgressDir;
if (ProgressDelta < -LookaheadDistance)
{
// Projection jumped too far backward — keep current distance and advance normally
float Speed = GetEffectiveSpeed();
ACharacter* TmpChar = Cast<ACharacter>(Owner);
if (TmpChar && TmpChar->GetCharacterMovement())
{
// Exactly on the spline — use tangent to avoid zero velocity
const FVector SplineTangent = CurrentSpline->GetWorldDirectionAtDistance(CurrentDistance)
* (bMovingForward ? 1.0f : -1.0f);
DesiredVelocity = SplineTangent * Speed;
Speed = TmpChar->GetCharacterMovement()->GetMaxSpeed();
}
if (bMovingForward)
{
CurrentDistance += Speed * DeltaTime;
}
else
{
// Steer toward the target point on the spline, clamped to Speed
DesiredVelocity = ToTarget.GetSafeNormal() * Speed;
CurrentDistance -= Speed * DeltaTime;
}
}
else
{
CurrentDistance = ProjectedDistance;
}
// ─── Compute target (lookahead) distance ────────────────────────────
float TargetDistance;
if (bMovingForward)
{
TargetDistance = CurrentDistance + LookaheadDistance;
}
else
{
TargetDistance = CurrentDistance - LookaheadDistance;
}
// ─── End of spline handling ─────────────────────────────────────────
if (TargetDistance >= SplineLen)
{
if (CurrentSpline->SplineComp && CurrentSpline->SplineComp->IsClosedLoop())
{
TargetDistance = FMath::Fmod(TargetDistance, SplineLen);
}
else if (bReverseAtEnd)
{
// Clamp target to end, and reverse when NPC is close enough
TargetDistance = SplineLen;
const FVector EndPoint = CurrentSpline->GetWorldLocationAtDistance(SplineLen);
const float GapToEnd = FVector::Dist2D(CurrentLocation, EndPoint);
if (GapToEnd < 80.0f)
{
bMovingForward = false;
TargetDistance = CurrentDistance - LookaheadDistance;
TargetDistance = FMath::Max(TargetDistance, 0.0f);
}
}
else
{
TargetDistance = SplineLen;
const FVector EndPoint = CurrentSpline->GetWorldLocationAtDistance(SplineLen);
const float GapToEnd = FVector::Dist2D(CurrentLocation, EndPoint);
if (GapToEnd < 80.0f)
{
bIsFollowing = false;
OnSplineEndReached.Broadcast(CurrentSpline);
return;
}
}
}
else if (TargetDistance <= 0.0f)
{
if (CurrentSpline->SplineComp && CurrentSpline->SplineComp->IsClosedLoop())
{
TargetDistance = SplineLen + TargetDistance;
}
else if (bReverseAtEnd)
{
TargetDistance = 0.0f;
const FVector StartPoint = CurrentSpline->GetWorldLocationAtDistance(0.0f);
const float GapToStart = FVector::Dist2D(CurrentLocation, StartPoint);
if (GapToStart < 80.0f)
{
bMovingForward = true;
TargetDistance = CurrentDistance + LookaheadDistance;
TargetDistance = FMath::Min(TargetDistance, SplineLen);
}
}
else
{
TargetDistance = 0.0f;
const FVector StartPoint = CurrentSpline->GetWorldLocationAtDistance(0.0f);
const float GapToStart = FVector::Dist2D(CurrentLocation, StartPoint);
if (GapToStart < 80.0f)
{
bIsFollowing = false;
OnSplineEndReached.Broadcast(CurrentSpline);
return;
}
}
}
// ─── Move the pawn ──────────────────────────────────────────────────
const FVector TargetLocation = CurrentSpline->GetWorldLocationAtDistance(TargetDistance);
float Speed = GetEffectiveSpeed();
ACharacter* Character = Cast<ACharacter>(Owner);
if (Character && Character->GetCharacterMovement())
{
Speed = Character->GetCharacterMovement()->GetMaxSpeed();
const FVector ToTarget = TargetLocation - CurrentLocation;
const float GapToTarget = ToTarget.Size2D();
FVector MoveDirection;
if (GapToTarget < 1.0f)
{
// On top of the target — use spline tangent direction
MoveDirection = CurrentSpline->GetWorldDirectionAtDistance(CurrentDistance)
* (bMovingForward ? 1.0f : -1.0f);
}
else
{
MoveDirection = ToTarget.GetSafeNormal();
}
Character->GetCharacterMovement()->RequestDirectMove(DesiredVelocity, /*bForceMaxSpeed=*/false);
// Use AddMovementInput — works reliably regardless of AIController movement state
Character->AddMovementInput(MoveDirection, 1.0f);
// Debug: log velocity to verify movement is happening
const FVector Vel = Character->GetVelocity();
if (Vel.Size() < 1.0f)
{
UE_LOG(LogPS_AI_Behavior, Warning,
TEXT("[%s] SplineFollower: AddMovementInput but velocity=%.1f! MaxSpeed=%.0f Gap=%.0f CMC_MovementMode=%d"),
*GetOwner()->GetName(), Vel.Size(), Speed, GapToTarget,
(int32)Character->GetCharacterMovement()->MovementMode.GetValue());
}
}
else
{
@ -296,8 +313,7 @@ void UPS_AI_Behavior_SplineFollowerComponent::TickComponent(
Owner->SetActorLocation(TargetLocation);
}
// Smooth rotation — face toward the target point (not the spline tangent)
// This prevents the NPC from looking too far into corners
// Smooth rotation — face toward the target point (follows curve naturally)
const FVector ToTargetDir = (TargetLocation - CurrentLocation).GetSafeNormal2D();
FRotator FinalTargetRot;
if (!ToTargetDir.IsNearlyZero())
@ -306,8 +322,8 @@ void UPS_AI_Behavior_SplineFollowerComponent::TickComponent(
}
else
{
// Fallback to spline tangent if on top of the target
FinalTargetRot = TargetRotation;
// Fallback to spline tangent
FinalTargetRot = CurrentSpline->GetWorldRotationAtDistance(CurrentDistance);
if (!bMovingForward)
{
FinalTargetRot.Yaw += 180.0f;
@ -316,32 +332,36 @@ void UPS_AI_Behavior_SplineFollowerComponent::TickComponent(
const FRotator SmoothedRot = FMath::RInterpConstantTo(
CurrentRotation, FinalTargetRot, DeltaTime, RotationInterpSpeed);
Owner->SetActorRotation(FRotator(0.0f, SmoothedRot.Yaw, 0.0f)); // Only yaw
Owner->SetActorRotation(FRotator(0.0f, SmoothedRot.Yaw, 0.0f));
// ─── Debug drawing ─────────────────────────────────────────────────
if (bDrawDebug)
if (bDebug)
{
const UWorld* World = GetWorld();
if (World)
{
// Target point on spline (green sphere)
// Projected point on spline (small blue sphere = where NPC actually is on spline)
DrawDebugSphere(World, ProjectedPoint, 10.0f, 6, FColor::Blue, false, -1.0f, 0, 1.5f);
// Lookahead target point (green sphere = where NPC steers toward)
DrawDebugSphere(World, TargetLocation, 15.0f, 8, FColor::Green, false, -1.0f, 0, 2.0f);
// Line from NPC to target point (yellow = gap)
// Line from NPC to lookahead target (yellow)
DrawDebugLine(World, CurrentLocation, TargetLocation, FColor::Yellow, false, -1.0f, 0, 1.5f);
// Spline tangent direction (cyan arrow)
// Spline tangent direction at NPC position (cyan arrow)
const FVector Tangent = CurrentSpline->GetWorldDirectionAtDistance(CurrentDistance)
* (bMovingForward ? 1.0f : -1.0f);
DrawDebugDirectionalArrow(World, TargetLocation, TargetLocation + Tangent * 150.0f,
DrawDebugDirectionalArrow(World, ProjectedPoint, ProjectedPoint + Tangent * 150.0f,
20.0f, FColor::Cyan, false, -1.0f, 0, 2.0f);
// Gap distance text
const float DebugGap = FVector::Dist(CurrentLocation, TargetLocation);
// Info text
const float DebugGap = FVector::Dist2D(CurrentLocation, TargetLocation);
const float SplineGap = FVector::Dist2D(CurrentLocation, ProjectedPoint);
DrawDebugString(World, CurrentLocation + FVector(0, 0, 100.0f),
FString::Printf(TEXT("Gap: %.0fcm Dist: %.0f/%.0f"),
DebugGap, CurrentDistance, CurrentSpline->GetSplineLength()),
nullptr, FColor::White, 0.0f, true);
FString::Printf(TEXT("Look: %.0fcm Off: %.0fcm D: %.0f/%.0f"),
DebugGap, SplineGap, CurrentDistance, SplineLen),
nullptr, FColor::White, -1.0f, true);
}
}
@ -382,7 +402,7 @@ void UPS_AI_Behavior_SplineFollowerComponent::HandleJunctions()
LastHandledJunctionIndex = i;
OnApproachingJunction.Broadcast(CurrentSpline, i, DistToJunction);
if (bDrawDebug)
if (bDebug)
{
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] Junction detected: idx=%d, dist along=%.0f, dist to=%.0fcm, worldPos=(%.0f,%.0f,%.0f)"),
@ -398,7 +418,7 @@ void UPS_AI_Behavior_SplineFollowerComponent::HandleJunctions()
const float Roll = FMath::FRand();
if (Roll > SwitchChance)
{
if (bDrawDebug)
if (bDebug)
{
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] Junction %d: skipped (roll=%.2f > chance=%.2f)"),
@ -435,7 +455,7 @@ void UPS_AI_Behavior_SplineFollowerComponent::HandleJunctions()
const float WorldGap = FVector::Dist(CurrentPos, JunctionPos);
if (WorldGap > JunctionDetectionDistance * 2.0f)
{
if (bDrawDebug)
if (bDebug)
{
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] Junction %d: rejected (worldGap=%.0f > detect=%.0f)"),
@ -474,7 +494,7 @@ void UPS_AI_Behavior_SplineFollowerComponent::HandleJunctions()
// This prevents full U-turns but allows wide turns at crossings
if (BestDot < -0.7f)
{
if (bDrawDebug)
if (bDebug)
{
UE_LOG(LogPS_AI_Behavior, Log,
TEXT("[%s] Junction %d: rejected U-turn (dot=%.2f)"),

View File

@ -19,6 +19,12 @@ void APS_AI_Behavior_SplinePath::BeginPlay()
{
Super::BeginPlay();
UpdateSplineVisualization();
// Hide spline debug at runtime — only visible in editor
if (SplineComp)
{
SplineComp->SetDrawDebug(false);
}
}
bool APS_AI_Behavior_SplinePath::IsAccessibleTo(EPS_AI_Behavior_NPCType NPCType) const

View File

@ -0,0 +1,19 @@
// Copyright Asterion. All Rights Reserved.
#include "PS_AI_Behavior_TeamComponent.h"
UPS_AI_Behavior_TeamComponent::UPS_AI_Behavior_TeamComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
uint8 UPS_AI_Behavior_TeamComponent::GetTeamId() const
{
switch (Role)
{
case EPS_AI_Behavior_NPCType::Civilian: return 1;
case EPS_AI_Behavior_NPCType::Enemy: return 2;
case EPS_AI_Behavior_NPCType::Protector: return 3;
default: return 1;
}
}

View File

@ -32,6 +32,7 @@ protected:
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual void OnTaskFinished(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTNodeResult::Type TaskResult) override;
virtual FString GetStaticDescription() const override;
private:

View File

@ -101,6 +101,21 @@ public:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS AI Behavior")
void OnBehaviorStateChanged(EPS_AI_Behavior_State NewState, EPS_AI_Behavior_State OldState);
// ─── Target Validation ──────────────────────────────────────────────
/**
* Check whether a perceived actor is still a valid target (alive, not despawning, etc.).
* Called by the perception and combat systems to discard dead or invalid targets.
*
* The host project implements this to check its own health/death system.
* Default returns true (all actors are valid unless the Pawn says otherwise).
*
* @param TargetActor The actor to validate.
* @return True if the actor can still be targeted.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS AI Behavior")
bool IsTargetActorValid(AActor* TargetActor) const;
// ─── Combat ─────────────────────────────────────────────────────────
/**

View File

@ -36,6 +36,15 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Personality")
TObjectPtr<UPS_AI_Behavior_PersonalityProfile> Profile;
/**
* Master debug toggle for this NPC.
* When enabled, draws floating text above the NPC's head with:
* Name, NPCType, TeamId, State, ThreatLevel, ThreatActor, Hostile, Spline.
* Also enables debug visuals on SplineFollowerComponent.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Personality|Debug")
bool bDebug = false;
// ─── Runtime State ──────────────────────────────────────────────────
/**
@ -106,6 +115,8 @@ public:
protected:
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
UFUNCTION()
void OnRep_CurrentState(EPS_AI_Behavior_State OldState);
@ -118,4 +129,7 @@ private:
* - Calls IPS_AI_Behavior::OnBehaviorStateChanged on the Pawn
*/
void HandleStateChanged(EPS_AI_Behavior_State OldState, EPS_AI_Behavior_State NewState);
/** Draw floating debug text above the NPC's head. */
void DrawDebugInfo() const;
};

View File

@ -58,6 +58,14 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spline Follower", meta = (ClampMin = "30.0"))
float RotationInterpSpeed = 360.0f;
/**
* How far ahead on the spline to place the target point (cm).
* Larger = smoother wider turns, smaller = tighter cornering.
* The NPC always steers toward this point, which follows the spline curve naturally.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spline Follower", meta = (ClampMin = "50.0"))
float LookaheadDistance = 200.0f;
/**
* Whether to auto-choose a spline at junctions.
* If false, OnApproachingJunction fires and you must call SwitchToSpline manually.
@ -75,7 +83,7 @@ public:
/** Draw debug info: target point on spline, direction, gap distance. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spline Follower|Debug")
bool bDrawDebug = false;
bool bDebug = false;
// ─── Runtime State ──────────────────────────────────────────────────

View File

@ -0,0 +1,46 @@
// Copyright Asterion. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GenericTeamAgentInterface.h"
#include "PS_AI_Behavior_Definitions.h"
#include "PS_AI_Behavior_TeamComponent.generated.h"
/**
* Drop this component on any Pawn (player or non-AI character) to give it
* a role that the PS AI Behavior perception system will recognize.
*
* NPCs controlled by PS_AI_Behavior_AIController already have their role
* set automatically via the Interface this component is meant for Pawns
* WITHOUT that controller (typically the player character).
*
* Role determines team affiliation:
* Civilian (Team 1) Enemies attack, Protectors defend
* Enemy (Team 2) Protectors and Civilians react
* Protector (Team 3) Allied with Civilians, hostile to Enemies
*/
UCLASS(ClassGroup = "PS AI Behavior", meta = (BlueprintSpawnableComponent,
DisplayName = "PS AI Behavior Pawn Identity"))
class PS_AI_BEHAVIOR_API UPS_AI_Behavior_TeamComponent : public UActorComponent
{
GENERATED_BODY()
public:
UPS_AI_Behavior_TeamComponent();
/** Role of this actor in the behavior system. Determines team affiliation. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS AI Behavior|Team")
EPS_AI_Behavior_NPCType Role = EPS_AI_Behavior_NPCType::Civilian;
/** Change role at runtime. */
UFUNCTION(BlueprintCallable, Category = "PS AI Behavior|Team")
void SetRole(EPS_AI_Behavior_NPCType NewRole) { Role = NewRole; }
/** Returns the TeamId derived from the current Role. */
uint8 GetTeamId() const;
/** Returns the TeamId as FGenericTeamId. */
FGenericTeamId GetGenericTeamId() const { return FGenericTeamId(GetTeamId()); }
};