1011's Stealth System
https://www.unrealengine.com/marketplace/en-US/product/1011-s-stealth-system
If you quickly need to get a prototype of a stealth game up and running, if you want to learn how to program stealth/threat systems, or if you need to integrate a suspicion meter in your game, then 1011's Stealth System is for you.
Extended Documentation on how to use, integrate and set up the system is available inside the project's Content->Information folder.
1011's Stealth System is a highly customizable system for a stealth-based game, or any other game where enemies react to suspicious activity. Designed to include all the core features of your stealth game, it can be quickly integrated into your existing project, thanks to all the logic being organized in a few actor components. It can also be used as a base project to build your game on.
With 1011's Stealth System you will be able to:
- Assassinate targets using position-matched & motion warped logic.
- Hide from enemies by crouching in tall grass (or any other objects of your choice).
- Make enemies gradually react to seeing you from a distance or hearing your footsteps/sound.
- Distract enemies by throwing rocks, or shortly coming out of your cover.
- Disappear from the sight of enemies by using smoke bombs.
- Configure AIs to patrol in 4 different ways.
- Set up enemy behavior for 3 different awareness stages.
- Plus, much more.
Enemies can be configured to stand still, randomly roam, or patrol along user-defined locations. Creating variations or building upon these patrol methods is possible through behavior trees.
The threat level of enemies can be visualized thanks to the procedural widget materials included in the system.
Moreover, you will be able to use a level manager to coordinate level elements to the enemy's suspicion level. The demo level is set up so that if any enemy spots you, all doors will close, blocking you from proceeding further in the level. This is just one of the many ways you can link the stealth system to other gameplay, such as music, level events, or anything you might think of.
All logic of this system is 100% blueprints, cleanly laid out for those who want to learn how the system works. And, if you just want to get your prototype up and running, you can configure all variables of this system from the details panel without needing to dig into any blueprints. There are also bonus features like health and damage systems for you to explore and use in your game.
This system was inspired by games such as Assassin's Creed, Horizon: Zero Dawn, and Zelda: Breath of the Wild.
Technical Details
Features:
- Player Character BP
- Crouch in grass to hide from enemy sight
- Stealth take down
- Throw object
- Simple inventory
- Enemy Character BP
- Suspicion System
- Response to nearby activity
- Bonus: attack and damage systems
- AI Controller
- AI Behavior Tree
- Responds to suspicion levels
- Coordinates attacks, investigations, patrols
- 4 patrol types
- Stealth Manager BP
- Smoke Bomb BP
- Rock BP
- Door BP
- 2 Widgets
- Extras
- 2 materials
- 2 Niagara Systems
- Rock, Bomb, Grass, and Knife Meshes
- 2 Placeholder Animations.
Number of Blueprints: 7
Input: Gamepad, Keyboard, Mouse.
Dependencies: Epic's Motion Warping plugin must be enabled for assassinations to work as expected.
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Documentation: Included in the project files.
Important Notes: Assassination and throw animations used in the trailer are not included in this asset.