Skip to content

Quick Start

Get a working NPC in 5 steps.

1. Create the AI Controller Blueprint

  1. Right-click in Content Browser → Blueprint Class
  2. Search for parent: AxMAIController
  3. Name it BP_MyAIController
  4. Open it → find the StateTreeAI component → assign a StateTree asset

Tip

The plugin includes a sample StateTree (ST_AxM_Master) you can use as a starting point. For a custom tree, see the StateTree Setup guide.

2. Create the NPC Character Blueprint

  1. Right-click → Blueprint Class → parent: Character
  2. Name it BP_MyNPC
  3. Configure:
    • Mesh: Assign a Skeletal Mesh
    • Animation: Set an Animation Blueprint
    • Character Movement: Enable Use Acceleration for Paths
    • AI Controller Class: Set to BP_MyAIController
    • Auto Possess AI: Set to Placed in World

3. (Optional) Create a Config Data Asset

  1. Right-click → Miscellaneous → Data Asset
  2. Select AxMConfig as the class
  3. Name it DA_MyArchetype
  4. Tune perception ranges, movement speeds, engagement range, leash radius, etc.
  5. Assign it to your AI Controller Blueprint's Config property

Note

Without a Config asset, the AI Controller uses its built-in default values. The Config asset lets you create distinct archetypes (cautious sniper, aggressive rusher) without touching code.

4. (Optional) Set Up a Patrol Route

  1. Place an AxMPatrolRoute actor in your level
  2. Edit the spline component to add waypoints
  3. Select your NPC instance → set Patrol Route to the placed route

5. Place and Play

  1. Drag your NPC Blueprint into the level
  2. Position it on the NavMesh
  3. Press Play

Expected behavior:

  • NPC patrols between waypoints (if a route is assigned) or idles
  • Walk into sight range → NPC chases you
  • Stand still → NPC attacks when in engagement range
  • Run away → NPC pursues, then searches your last known location
  • Leave sight range during combat → NPC searches, then returns to patrol