Wardenmind
Enemy and NPC AI plugin for Unreal Engine that adds a behavior layer on top of Behavior Trees and StateTree without replacing combat, health or animation
Overview
Unreal provides the AI mechanisms (controllers, Behavior Trees, perception, EQS, StateTree, Smart Objects, Mass) but not the behavior on top, so every project rewrites a guard that patrols, remembers, chases and investigates. Wardenmind is that reusable layer: one profile data asset per enemy type drives ready-made nodes for both Behavior Tree and StateTree. It owns no combat, health or animation, so it plugs into a game’s existing systems, including GAS.
Key Features
- Profile-driven tuning: one data asset per enemy type holds perception, memory, attack, flee, patrol, spawn and group-aggro values, so designers retune without code
- Behavior Tree and StateTree nodes for patrol, chase, attack, flee and investigate, both calling the same decision rules so the two paths cannot drift apart
- Shared threat memory that merges sight and hearing into one state per agent, plus group aggro that relays alerts along allies as investigate leads rather than hard target locks
- Pooled wave spawner with leash, waypoint-graph coarse routing (A*), Smart Object use and EQS additions
- Mass Entity crowds that sleep as lightweight entities and awaken into full AI pawns near a player
- Per-level save/load, server-authoritative multiplayer with a small replicated presentation state, and an optional provider-agnostic LLM hook
Technical Decisions
Wardenmind layers on the engine’s own AI types instead of forking them, and keeps all decision rules in a header-only, world-free namespace shared by both authoring paths, which also makes them unit-testable (47 automation tests). Pooling, A* and graph search ship as embedded private modules so the plugin installs as a single folder, and all engine-version differences (UE 5.3–5.8) are isolated in one macro header.