Project ECHO 6 cover

Unreal Engine 5 • C++ • Behavior Trees

Project ECHO 6

Third-person sci-fi prototype exploring AI patrols, multi-sense perception, and level sequencing with production tools.

AI Systems Perception Cinematics UI

What this project demonstrates

  • • AI patrols with multi-sense perception (sight/hearing/touch) implemented in UE5 C++.
  • • Behavior Tree authoring with custom tasks for alerts, chase, and search states.
  • • Sequenced cinematics and UI widgets triggered from gameplay events.
  • • Designer-facing level tools: spawners, platforms, and patrol routes for iteration speed.

Cinematics & Backgrounds

Cinematic on entrance
Intro cinematic.
Cinematic trigger part 1
Triggered cinematic (part 1).
Cinematic trigger part 2
Triggered cinematic (part 2).
Background art
Key art / background.
Main menu background
Main menu background.

UI & Widgets

Main menu widget blueprint
Main menu widget.
Main menu logic blueprint
Main menu logic.
Countdown blueprint
Countdown timer.

Environment & Mechanics

Moving platform blueprint
InterpToMovement (ping-pong).

AI Spawner

Spawner 1 bot
Spawn a single bot.
Spawner 3 bots
Spawn three bots.

Behavior Tree

Behavior Tree overview
Roam → Investigate → Chase.

BT Tasks

Clear Blackboard
Clear Blackboard key.
Move to random location
Reach random point in radius.
Patrol exec AI
Patrol task (receive execute AI).
Patrol point 1
Move to patrol point (1).
Patrol point 2
Move to patrol point (2).

Patrol System

Patrol path point blueprint
Patrol points & callbacks.

AI Senses (Perception)

Perception event graph
Unified event graph.
Sight part 1
Validate + get player.
Sight part 2
Set TargetActor in blackboard.
Sound sense
Write TargetLocation key.
Touch sense
Set TargetActor on contact.
Prediction sense
Update LastKnownLocation.

Next Step

Need a similar AI/gameplay module?

Share your objective, technical constraints, and timeline. We can propose a scoped plan with practical milestones.