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.
- Open a Perception Profile, pick an
Archetypeand 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.
| Setting | Guard | Civilian | Stalker | Military Patrol | Wildlife |
|---|---|---|---|---|---|
Vision Max Range | 2500 | 1800 | 3500 | 4000 | 1500 |
Vision Half Angle Deg | 55 | 70 | 35 | 50 | 80 |
Hearing Max Range | 2000 | 2500 | 3000 | 2500 | 3500 |
Smell Max Range | 2500 | 4000 | |||
Enable Peripheral Cone | On, 85° | On, 95° | Off | On, 80° | On, 110° |
Suspect Threshold | 0.25 | 0.35 | 0.2 | 0.3 | 0.15 |
Detect Threshold | 0.5 | 0.65 | 0.45 | 0.55 | 0.35 |
Track Threshold | 0.75 | 0.85 | 0.7 | 0.8 | 0.6 |
Full Aware Threshold | 0.9 | 0.95 | 0.88 | 0.92 | 0.8 |
Telegraph Threshold | 0.375 | 0.5 | 0.32 | 0.42 | 0.25 |
Confidence Rise Rate | 3 | 1.5 | 1.2 | 2.5 | 4 |
Memory Retention Seconds | 300 | 45 | 900 | 420 | 90 |
Attention Stickiness Time | 3 | 1 | 8 | 4 | 0.75 |
Max Tracked Targets | 6 | 2 | 1 | 8 | 3 |
Max Fear | 0.4 | 1 | 0 | 0.25 | 1 |
| Also | Enable Prediction | Fear Rise Rate 2.5, Enable Statistical Tier | Enable Prediction | Squad Share Range 5000, Auto Share on Detect, Enable Prediction | Smell 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.

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.
| Setting | Value |
|---|---|
Vision Max Range, Hearing Max Range | 2200, 1800 |
Vision Half Angle Deg | 55 |
Enable Peripheral Cone, Peripheral Half Angle Deg, Peripheral Confidence Scale | On, 100, 0.4 |
Keyhole Vision, Keyhole Near Angle, Keyhole Far Angle | On, 85, 18 |
Eye Direction Mode, Use Eye Socket, Eye Turn Rate Deg Per Sec | Socket Rotation (head bone), On (head), 200 |
Use Per Target Light | On |
Min Visible Points Crouched | 2 |
Suspect Threshold, Detect Threshold, Track Threshold | 0.18, 0.40, 0.65 |
Vision Loss › Grace Time | 0.8 |
Min Time in Lost | 8 |
First Spot Reaction Time, Telegraph Threshold | 0.4, 0.22 |
Offscreen Hearing Penalty | On |
Auto Share on Detect | Off: 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.
| Setting | Value |
|---|---|
Smell Max Range, Hearing Max Range, Vision Max Range | 1400, 2200, 1000 |
Vision Half Angle Deg | 70 |
Smell Accumulation Rate, Smell Decay Rate | 0.25, 0.03 |
Suspect Threshold, Detect Threshold, Track Threshold | 0.12, 0.30, 0.55 |
Smell Loss › Grace Time | 30 |
Attention Stickiness Time | 3 |
Aggression Rise Rate | 1.2 |
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.
| Setting | Value |
|---|---|
Hearing Max Range, Vibration Detect Range, Vision Max Range | 2500, 1200, 700 |
Vision Half Angle Deg | 90 |
Vibration Min Speed | 320 |
Darkness Min Detection | 0.5 |
Suspect Threshold, Detect Threshold, Track Threshold | 0.10, 0.25, 0.45 |
Confidence Rise Rate | 7 |
Attention Stickiness Time, Attention Switch Threshold | 5, 0.4 |
Default Decay Exponent | 0.15 |
Max Fear | 0: it never flees |
Aggression Rise Rate | 1.5 |
Squad Share Range | 6000 (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.
| Setting | Value |
|---|---|
Echo Range, Hearing Max Range, Vibration Detect Range | 2200, 3000, 1500 |
Echo Directional | On |
Vibration Min Speed | 80 |
Sense Intervals | Echolocation Sense → 0.4 |
Echolocation Loss › Grace Time | 1 |
Attention Stickiness Time | 4 |
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.
| Setting | Value |
|---|---|
Vision Max Range, Hearing Max Range | 9000, 900 |
Vision Half Angle Deg | 25 |
Use Separate Vertical FOV, Vision Vertical Half Angle Deg | On, 20 |
Suspect Threshold, Detect Threshold, Track Threshold | 0.20, 0.45, 0.70 |
Min Track Duration | 1.2 |
Enable Prediction, Prediction Horizon | On, 1.5 |
Sort Weight Confidence, Sort Weight Proximity | 0.7, 0.05: it picks by certainty, not by distance |
Attention Stickiness Time | 4 |
Vision Loss › Grace Time | 2 |
First Spot Reaction Time | 0.8 |
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.
| Setting | Value |
|---|---|
Vision Max Range, Vision Half Angle Deg | 2500, 40 |
Darkness Min Detection | 1: infrared, darkness doesn't matter |
Eye Direction Mode | Actor Rotation |
Suspect Threshold, Detect Threshold, Track Threshold | 0.20, 0.40, 0.60 |
Confidence Rise Rate | 3: a visible fill-up, not an instant trigger |
Vision Loss › Grace Time | 0.1 |
Default Decay Exponent | 1: forgets fast |
Max Tracked Targets, Base Update Interval | 4, 0.15 |
Attention Stickiness Time | 0.5 |
Max Fear, Max Aggression, Max Curiosity, Max Alertness, Max Panic | 0: it just reports |
Soldier#
Coordinated, disciplined, reacts to damage: the workhorse. Senses: Vision, Hearing, Damage, Pain.
| Setting | Value |
|---|---|
Vision Max Range, Hearing Max Range | 3500, 3000 |
Enable Peripheral Cone, Enable Rear Motion Cone | On, On |
Pawns Block Sight | On: squadmates block each other's view, which spreads them out |
Threat Weight Damage Received, Threat Damage Decay Rate | 0.40, 0.02 |
Auto Share on Detect, Auto Share on Track | Off, On: the squad converges only on a confirmed contact |
Squad Share Range | 4000 |
Eligible Roles | Approacher, Flanker, Suppressor |
Attention Stickiness Time | 1.5 |
First Spot Reaction Time | 0.25 |
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.
| Setting | Value |
|---|---|
Hearing Max Range, Vision Max Range, Smell Max Range | 4000, 1800, 900 |
Keyhole Vision | On |
Suspect Threshold, Detect Threshold, Track Threshold | 0.12, 0.32, 0.58 |
Default Decay Exponent | 0.08: forgets very slowly |
Min Time in Lost | 25: once it hunts, it hunts for a long time |
Memory Refresh Bonus | 0.25: finding you again locks on fast |
Enable Prediction | On |
Uncertainty Growth Rate, Max Uncertainty Radius | 35, 1800 |
Attention Stickiness Time | 8 |
Min Engagements Required | 2 |
Telegraph Threshold | 0.20 |
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:
| Setting | Default | Easy | Normal | Hard |
|---|---|---|---|---|
Suspect Threshold | 0.15 | 0.25 | 0.15 | 0.10 |
Detect Threshold | 0.35 | 0.50 | 0.35 | 0.25 |
Track Threshold | 0.60 | 0.75 | 0.60 | 0.45 |
Confidence Rise Rate | 5 | 3 | 5 | 7 |
First Spot Reaction Time | 0 | 0.8 | 0.4 | 0.1 |
Min Time in Lost | 0 | 3 | 8 | 15 |
Memory Refresh Bonus | 0.1 | 0.05 | 0.10 | 0.20 |
Vision Max Range | 2000 | × 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.