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 |