Enemies
Last updated
Last updated
Aggro – Defines if the Monster should attack you on sight (SightRadius) or only if you attack it first.
SightRadius – Radius of the pawn sense component (works only if Aggro is true).
Min/MaxLevelDifference – Minimum and maximum level difference (to the players Baselevel) which this AI can spawn.
XP – Amount of experience the player would gain if the Monster was level 1. XPMax – Amount of experience the player would gain if the Monster was MaxLevel.
XPCurve – It is a floatCurve that adjusts the XP scaling from level 1 to MaxLevel. Skills – List of all available skills which the AI can use.
Condition – Defines when the Skill can be used. For example, HpMinRate means that the AI will use this skill only if the HP% is below the ConditionValue.
ConditionCrowdControl – Secondary condition which defines that this skill will be only used if the right Crowd Control is active.
ConditionStatusEffect – Works exactly like ConditionCrowdControl, but with Status Effects.
Slaves – Here you can setup slaves for the monster that gets spawned on BeginPlay. - ID = Monster ID - Amount = Minimum Amount - AmountMax = Maximum Amount of spawned Slaves - Chance = % chance that this slave will get spawn.
AI State - Change the behavior of the AI (Must be set in the Implemented BPC_RPGSystem component inside the Enemy Blueprint) Friendly to Enemy - Default behavior, attacks players and ignores AI Friendly to Player - Only attacks AI (Behavior of Companions and Minions) Psycho - Attacks everything, AI and Player Friendly Psycho - Attacks every AI except the Player and followers
Enemies can wear Items like a Player