Assets updates
Advanced Sight

Advanced Sight

Publish date
2025-11-12
Category
VIP
Supported Engine Versions
5.6
Distribution Method
Engine Plugin
Registration required
Only VIP Users

Asset Description

Advanced sight is an efficient and multi-threaded implementation of sight perception system.

General Information

It exist because what default AI perception shipped with vanilla Unreal offers is simply not enough for games that require more complex AI behaviors. Any game that features any form of stealth is going to benefit from using advanced sight thanks for very flexible way of setting up sight ranges, having full control over how fast an AI agent is going to perceive visible targets and how fast are they going to forget about them switch behavior to their regular routine.

Changelogs

Changelog v1.5

  • Fix bug with debug drawing showing a target as lost despite its actual state being perceived (debug drawing bug only)

  • Add verbose output log logging to make debugging easier

  • Add visual logger logging to make debugging easier

Changelog v1.4.2

  • Fix issue with `Set Perceivable` function not clearing the target from spotted, perceived and remembered targets for all advanced sight components registered to the system

  • Fix compilation warning about `Attitude` property not being initialized

  • Prevent some events from being broadcasted if certain conditions are not met i.e. do not broadcast `On Target Lost` if a target actor passed as parameter wasn't either spotted nor perceived

Changelog v1.4.1

  • Fix crash when destroying an actor that is a sight system target

  • Fix warnings on gym maps caused by team component not being created while system was attempting to register an actor as a target

  • Prevent the game from crashing when advanced sight component is used on a none controller based class; previously it was printing an error but wasn't terminating the function; it is now returning early allowing user to read the error from the output log

Changelog v1.4

  • Fix crash caused by dynamically spawning actor with Advanced Sight Target Component (thanks ToffelsKater for reporting)

  • Fix issue with system not always properly registering agents to the sight system when spawned dynamically

  • Fix sight indicator not working properly for blueprint only agents on the gym map

  • Fix issue with target actors not being able to be perceived again after they have been set as not perceivable due to their id not being cleaned up from registered targets when setting them as not perceivable (thanks Feanix for reporting)

  • Add few more examples to the Gym map

  • Add new property Gain Rate in Advanced Sight Target Component allowing to set custom gain rate for any target. This can be updated in runtime by calling Set Gain Rate function (thanks Feanix for reporting)

  • Add new custom scene components which must now be used as visibility points; custom visibility point components allow not to define Gain Rate per visibility point. This means that you can set Gain Rate for bigger body parts to value greater than 1 making this agent to be perceived faster when this point is visible, or less than 1 making this agent to be perceived slower when this point is visible. These can be updated in runtime. If multiple points are visible at the same time, the one with highest Gain Rate will be used for calculating the new gain value in the system (thanks Feanix for reporting)

 

Technical details

Features:

  • all features vanilla Unreal's sight system offers by default
  • all functionality exposed to blueprints
  • ability to define multiple sight configs instead being limited to only one
  • rapid iteration thanks to system updating itself whenever a change in a sight config is detected
  • full control over how quickly targets are going to be perceived and how quickly they are going to be forgotten
  • multi-threaded and cache friendly implementation ensuring game's performance is not impacted
  • visibility points for sight targets easily configurable in blueprints using scene components
  • eye view point configurable using socket or bone name allowing for AI to change look direction by rotating their heads only (optional)
  • comprehensive debugging tools making it very easy to understand what is happening in your game
  • example content with a mini game included as a plugin's content
  • benchmark map for testing system's performance when making new changes
  • possibility to define custom relationships between multiple teams using data table

Number of Blueprints: 9

Number of C++ Classes: 10

Network Replicated: No

Supported Development Platforms: Windows, Mac, Linux

Supported Target Build Platforms: Windows, Mac, Linux, Android, iOS

You can buy this asset in original store

https://www.fab.com/listings/d341ebda-400f-46fa-8b54-4046d77c142e
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