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Blueprint Reference

Complete reference for all FWAISystem Blueprint-exposed functions and event dispatchers.


UFWThreatComponent

Add to any NPC to enable threat table tracking.

Category: FW AI|Threat

Functions

Threat Management

Node Type Description
Add Threat Callable Add threat from a source actor. Automatically inserts new entries and re-sorts.
Remove Threat Callable Remove an actor from the threat table entirely.
Clear All Threat Callable Clear the entire threat table (use on death/reset).
Modify Threat Callable Multiply an actor's threat by a factor (e.g., 0.5 to halve).
Transfer Threat Callable Transfer a percentage of threat from one actor to another.
Add Threat
Add Threat
  Target: FW Threat Component (self)
  Source: Actor Object Reference
  Amount: Float
  Reason: EFWThreatReason (default: Damage)
Remove Threat
Remove Threat
  Target: FW Threat Component (self)
  Source: Actor Object Reference
Clear All Threat
Clear All Threat
  Target: FW Threat Component (self)
Modify Threat
Modify Threat
  Target: FW Threat Component (self)
  Source: Actor Object Reference
  Multiplier: Float
Transfer Threat
Transfer Threat
  Target: FW Threat Component (self)
  From: Actor Object Reference
  To: Actor Object Reference
  Percentage: Float (0.0 - 1.0)

Queries

Node Type Returns Description
Get Highest Threat Pure Actor Reference Returns the actor with the highest threat.
Has Threat Pure Boolean Returns true if anyone is on the threat table.
Get Threat Value Pure Float Returns threat value for a specific actor.
Get Highest Threat
Get Highest Threat
  Target: FW Threat Component (self)
  Return: Actor Object Reference (or None)
Has Threat
Has Threat
  Target: FW Threat Component (self)
  Return: Boolean
Get Threat Value
Get Threat Value
  Target: FW Threat Component (self)
  Source: Actor Object Reference
  Return: Float

Event Dispatchers

Event Parameters Description
On Threat Changed Event: FFWThreatEvent Fired when threat is added or modified.
On Threat Table Empty -- Fired when the threat table becomes empty.
On New Highest Threat NewTarget: Actor Fired when the highest-threat target changes.

Binding Example

Event BeginPlay
  |
  Get Component by Class (FW Threat Component)
  |
  Bind Event to On Threat Changed
    Event -> Custom Event "HandleThreatChanged"
      |
      Print String: "Threat changed!"
      Break FFWThreatEvent
        Source -> Get Display Name
        Amount -> Append " generated " + Amount + " threat"

UFWLeashComponent

Add to any NPC to enable spawn anchor and leash behavior.

Category: FW AI|Leash

Functions

Spawn Anchor

Node Type Description
Set Spawn Anchor Callable Override the spawn anchor location and rotation.
Get Spawn Location Pure Returns the spawn anchor location.
Get Spawn Rotation Pure Returns the spawn anchor rotation.
Set Spawn Anchor
Set Spawn Anchor
  Target: FW Leash Component (self)
  Location: Vector
  Rotation: Rotator

Distance Queries

Node Type Returns Description
Get Distance From Spawn Pure Float Current distance from spawn anchor (cm).
Is In Soft Leash Pure Boolean True if between soft and hard leash radius.
Is Leash Triggered Pure Boolean True if exceeded hard leash radius.
Should Reset Pure Boolean True if leash triggered and no threat for ResetDelay.
Get Pursuit Speed Modifier Pure Float Speed modifier (1.0 normal, reduced in soft zone).
Can Leash Pure Boolean False for bosses with leashing disabled.

Reset

Node Type Description
Reset To Spawn Callable Reset NPC to spawn point. Clears threat, optionally restores HP.
Begin Leashing Callable Mark that leash has started (for reset delay tracking).

Event Dispatchers

Event Parameters Description
On Leash Triggered NPC: Actor, Distance: Float Fired when the NPC exceeds the hard leash distance.
On Reset Begin -- Fired when the NPC begins resetting to spawn.
On Reset Complete -- Fired when the NPC completes its reset.

UFWInstanceScalingLibrary

Static Blueprint functions available globally (no component reference needed).

Category: FW AI|Scaling

Functions

Node Type Returns Description
Get Tier Multipliers Pure FFWInstanceScalingConfig Default scaling for a difficulty tier.
Compute Party Scaling Pure FFWInstanceScalingConfig Party-scaled config from player count + base config.
Apply Scaling To NPC Callable -- Apply scaling to an NPC actor's attributes.
Get Effective HP Multiplier Pure Float Combined HP multiplier for tier + player count.
Get Effective Damage Multiplier Pure Float Combined damage multiplier for tier + player count.
Get Tier Multipliers
Get Tier Multipliers
  Tier: EFWDifficultyTier
  Return: FFWInstanceScalingConfig
Compute Party Scaling
Compute Party Scaling
  Player Count: Integer
  Base: FFWInstanceScalingConfig
  Return: FFWInstanceScalingConfig
Apply Scaling To NPC
Apply Scaling To NPC
  NPC Actor: Actor Object Reference
  Config: FFWInstanceScalingConfig
Get Effective HP Multiplier
Get Effective HP Multiplier
  Tier: EFWDifficultyTier
  Player Count: Integer
  Return: Float
Get Effective Damage Multiplier
Get Effective Damage Multiplier
  Tier: EFWDifficultyTier
  Player Count: Integer
  Return: Float

AFWNpcSpawnPoint

Level-placed spawner actor. Add to levels via the Place Actors panel.

Category: FW AI|Spawning

Functions

Node Type Returns Description
Spawn NPC Callable Pawn Reference Spawn an NPC from the assigned definition.
Start Respawn Timer Callable -- Start the respawn countdown.
Cancel Respawn Timer Callable -- Cancel a pending respawn.
Get Active Count Pure Integer Number of currently active spawned NPCs.

UFWSpawnTable

Data asset for weighted NPC spawning.

Category: FW AI|Spawning

Functions

Node Type Returns Description
Roll Pure UFWNpcDefinition Weighted random pick from the table.
Get Entry Pure FFWSpawnTableEntry Entry at a specific index.

Behavior Tree Nodes

All FWAISystem behavior tree nodes appear in the Behavior Tree editor under their respective categories.

Tasks

Node Category Description
FW Find Threat Target Tasks Sets TargetActor BB key to highest-threat actor.
FW Move To Target Tasks Moves toward TargetActor, aborts on leash.
FW Return To Spawn Tasks Walks back to spawn, resets on arrival.
FW Patrol Tasks Random roam or waypoint patrol.
FW Play Ability Tasks Activates a GAS ability by gameplay tag.

Services

Node Category Description
FW Update Threat Services Adds proximity threat from perception, updates BB keys.
FW Check Leash Services Monitors leash state, updates NpcState BB key.

Decorators

Node Category Description
FW Has Threat Decorators Gates subtree on threat table having entries.
FW Is Leashing Decorators Gates subtree on hard leash exceeded.
FW Faction Attitude Decorators Gates subtree on faction attitude check.

Struct Types in Blueprints

FFWThreatEntry

Pin Type Description
Source Actor (Weak Ref) The actor generating threat
Threat Value Float Cumulative threat value
Last Threat Time Float World time of last threat event

FFWThreatEvent

Pin Type Description
Source Actor The actor that caused the event
Amount Float Amount of threat generated
Reason EFWThreatReason Reason for threat generation

FFWSpawnTableEntry

Pin Type Description
NPC Class Soft Class (Pawn) Character class to spawn
NPC Definition UFWNpcDefinition Data asset for the NPC
Weight Float Relative spawn weight
Min Level Integer Minimum level override
Max Level Integer Maximum level override

FFWInstanceScalingConfig

Pin Type Description
Difficulty Tier EFWDifficultyTier Difficulty tier
HP Multiplier Float Base HP multiplier
Damage Multiplier Float Base damage multiplier
XP Multiplier Float XP reward multiplier
Expected Player Count Integer Baseline player count
Per Player HP Scale Float Additional HP per extra player
Per Player Damage Scale Float Additional damage per extra player