APSDocs
Guide

Ready-made AI#

Start from a preset, not from a blank profile: five archetypes are one button away, and the recipes below cover the AI most games need.

The 30-second version
  • Open a Perception Profile, pick an Archetype and press Apply Archetype: five presets (Guard, Civilian, Stalker, Military Patrol, Wildlife).
  • Or copy a recipe below: only the settings that differ from the defaults are listed.
  • Make variants (easy, alert, elite) as child profiles of one base, not copies (Profiles).

The built-in archetypes#

In a Perception Profile's Details, Archetype: choose one in Archetype, then press Apply Archetype. It overwrites the settings below and leaves everything else alone; nothing reads Archetype while playing, so it is a starting point, not a mode.

SettingGuardCivilianStalkerMilitary PatrolWildlife
Vision Max Range25001800350040001500
Vision Half Angle Deg5570355080
Hearing Max Range20002500300025003500
Smell Max Range25004000
Enable Peripheral ConeOn, 85°On, 95°OffOn, 80°On, 110°
Suspect Threshold0.250.350.20.30.15
Detect Threshold0.50.650.450.550.35
Track Threshold0.750.850.70.80.6
Full Aware Threshold0.90.950.880.920.8
Telegraph Threshold0.3750.50.320.420.25
Confidence Rise Rate31.51.22.54
Memory Retention Seconds3004590042090
Attention Stickiness Time31840.75
Max Tracked Targets62183
Max Fear0.4100.251
AlsoEnable PredictionFear Rise Rate 2.5, Enable Statistical TierEnable PredictionSquad Share Range 5000, Auto Share on Detect, Enable PredictionSmell Accumulation Rate 2, Fear Rise Rate 4
  • Guard: alert and forward-facing; commits to a contact quickly and keeps it.
  • Civilian: wide senses, high thresholds, short memory; reacts without investigating.
  • Stalker: a narrow, long look and a memory that doesn't let go.
  • Military Patrol: the longest sight; shares contacts with the squad.
  • Wildlife: smell and hearing over sight; reacts long before it is sure.

Applying one never changes Sense Classes. The Stalker and Wildlife set a smell range: add Smell Sense to Sense Classes yourself, or that range does nothing.

One Blueprint, different AI
An example Blueprint: Set Profile on the guard's APS Core swaps in a whole new set of senses and settings while playing.

Recipes#

Starting points to tune from. Settings not listed keep their defaults; values are what to type in the profile.

Stealth guard#

Sharp but fair: believable reactions, a warning before it commits, never sees through walls. Senses: Vision, Hearing.

SettingValue
Vision Max Range, Hearing Max Range2200, 1800
Vision Half Angle Deg55
Enable Peripheral Cone, Peripheral Half Angle Deg, Peripheral Confidence ScaleOn, 100, 0.4
Keyhole Vision, Keyhole Near Angle, Keyhole Far AngleOn, 85, 18
Eye Direction Mode, Use Eye Socket, Eye Turn Rate Deg Per SecSocket Rotation (head bone), On (head), 200
Use Per Target LightOn
Min Visible Points Crouched2
Suspect Threshold, Detect Threshold, Track Threshold0.18, 0.40, 0.65
Vision Loss › Grace Time0.8
Min Time in Lost8
First Spot Reaction Time, Telegraph Threshold0.4, 0.22
Offscreen Hearing PenaltyOn
Auto Share on DetectOff: share after a call-out with Share Target with Squad

The 0.8 s vision grace keeps it staring where you were instead of dropping you the moment a pillar clips the trace: "I know you're behind there", not "you vanished".

Guard dog#

Hunts by nose and ears, weak eyes; very hard to pass with the wind at your back. Senses: Smell, Hearing, Vision, weighted 1.5, 1.3 and 0.5 in Sense Weights.

SettingValue
Smell Max Range, Hearing Max Range, Vision Max Range1400, 2200, 1000
Vision Half Angle Deg70
Smell Accumulation Rate, Smell Decay Rate0.25, 0.03
Suspect Threshold, Detect Threshold, Track Threshold0.12, 0.30, 0.55
Smell Loss › Grace Time30
Attention Stickiness Time3
Aggression Rise Rate1.2

Make a Blueprint child of Smell Sense with Downwind Bonus 2.5 and Scent Threshold 0.25 and put it in Sense Classes; give it a Sound Filter that boosts quiet sounds (Hearing). Call Set Wind State and the level becomes a wind puzzle (Smell).

Zombie#

Feels you through the floor, hears everything, barely sees, never lets go. Senses: Hearing, Vibration, Vision, Touch.

SettingValue
Hearing Max Range, Vibration Detect Range, Vision Max Range2500, 1200, 700
Vision Half Angle Deg90
Vibration Min Speed320
Darkness Min Detection0.5
Suspect Threshold, Detect Threshold, Track Threshold0.10, 0.25, 0.45
Confidence Rise Rate7
Attention Stickiness Time, Attention Switch Threshold5, 0.4
Default Decay Exponent0.15
Max Fear0: it never flees
Aggression Rise Rate1.5
Squad Share Range6000 (with the default Auto Share on Detect: one sees you, the pack comes)

Vibration Min Speed is the whole stealth mechanic: set it just above your crouch speed (Unreal's default crouch is 300 cm/s), and walking is felt while crouch-walking isn't.

Blind creature#

No eyes: sonar and the floor. Light means nothing to it. Senses: Echolocation, Hearing, Vibration.

SettingValue
Echo Range, Hearing Max Range, Vibration Detect Range2200, 3000, 1500
Echo DirectionalOn
Vibration Min Speed80
Sense IntervalsEcholocation Sense → 0.4
Echolocation Loss › Grace Time1
Attention Stickiness Time4

How the player beats it: standing still beats vibration, but not echolocation, which doesn't care whether you move. Stay behind it (Echo Directional ignores what is more than about 101° off its facing) or far: echo confidence is (1 − distance ÷ range)², so beyond about two thirds of Echo Range it stays under Suspected. The 0.4 s ping interval gives readable windows between pulses.

Sniper#

A long, narrow look; nearly deaf; once it has you it keeps you. Senses: Vision, Hearing, Damage.

SettingValue
Vision Max Range, Hearing Max Range9000, 900
Vision Half Angle Deg25
Use Separate Vertical FOV, Vision Vertical Half Angle DegOn, 20
Suspect Threshold, Detect Threshold, Track Threshold0.20, 0.45, 0.70
Min Track Duration1.2
Enable Prediction, Prediction HorizonOn, 1.5
Sort Weight Confidence, Sort Weight Proximity0.7, 0.05: it picks by certainty, not by distance
Attention Stickiness Time4
Vision Loss › Grace Time2
First Spot Reaction Time0.8

Prediction lets your aim lead a moving target (Get Predicted Position). The 0.8 s reaction time matters: an instant sniper at 90 m with no warning is one of the least fair things you can build.

Security camera or turret#

Consistent, emotionless, no allowances. Senses: Vision only.

SettingValue
Vision Max Range, Vision Half Angle Deg2500, 40
Darkness Min Detection1: infrared, darkness doesn't matter
Eye Direction ModeActor Rotation
Suspect Threshold, Detect Threshold, Track Threshold0.20, 0.40, 0.60
Confidence Rise Rate3: a visible fill-up, not an instant trigger
Vision Loss › Grace Time0.1
Default Decay Exponent1: forgets fast
Max Tracked Targets, Base Update Interval4, 0.15
Attention Stickiness Time0.5
Max Fear, Max Aggression, Max Curiosity, Max Alertness, Max Panic0: it just reports

Soldier#

Coordinated, disciplined, reacts to damage: the workhorse. Senses: Vision, Hearing, Damage, Pain.

SettingValue
Vision Max Range, Hearing Max Range3500, 3000
Enable Peripheral Cone, Enable Rear Motion ConeOn, On
Pawns Block SightOn: squadmates block each other's view, which spreads them out
Threat Weight Damage Received, Threat Damage Decay Rate0.40, 0.02
Auto Share on Detect, Auto Share on TrackOff, On: the squad converges only on a confirmed contact
Squad Share Range4000
Eligible RolesApproacher, Flanker, Suppressor
Attention Stickiness Time1.5
First Spot Reaction Time0.25

With Pain Sense, a flashbang and a bleed (Emotions & pain) make suppression tactical.

Horror stalker#

Slow, patient, remembers everything, learns you. Senses: Hearing, Vision, Smell, Vibration.

SettingValue
Hearing Max Range, Vision Max Range, Smell Max Range4000, 1800, 900
Keyhole VisionOn
Suspect Threshold, Detect Threshold, Track Threshold0.12, 0.32, 0.58
Default Decay Exponent0.08: forgets very slowly
Min Time in Lost25: once it hunts, it hunts for a long time
Memory Refresh Bonus0.25: finding you again locks on fast
Enable PredictionOn
Uncertainty Growth Rate, Max Uncertainty Radius35, 1800
Attention Stickiness Time8
Min Engagements Required2
Telegraph Threshold0.20

Register a never-search zone around every save room and locker (World & fairness) and honour it in its search: without a certainly safe place this AI stops being tense and becomes exhausting.

Difficulty#

Make one child profile per difficulty (DA_Profile_Guard_Easy as a child of DA_Profile_Guard) and assign it, or swap with Set Profile at Begin Play. Change only how fast it acts on what it sees:

SettingDefaultEasyNormalHard
Suspect Threshold0.150.250.150.10
Detect Threshold0.350.500.350.25
Track Threshold0.600.750.600.45
Confidence Rise Rate5357
First Spot Reaction Time00.80.40.1
Min Time in Lost03815
Memory Refresh Bonus0.10.050.100.20
Vision Max Range2000× 0.8× 1× 1.2

Keep cone angles and occlusion the same on every difficulty. What a guard can see should be something the player learns once; only how quickly it acts on it should change.

APS Advanced Perception System, by AuraGame. Unreal Engine 5.2 and later. These docs are for APS 3.0.
Questions and bug reports