API Reference

Documentation Unreal Engine AI Reference

The C++ and Blueprint surface: the controller components, the combat token subsystem, the melee trace pipeline, territory lookups, and the scorer and gate bases.


The classes and their public members. For building an enemy, start with Getting Started; this page is the reference you reach for when extending the system in C++. Each system's own page covers the same ground for Blueprint.

SECCombatControllerComponent

The hub every setup needs. Add it to any AAIController and the combat system works. It resolves the AI config, registers combat roles, syncs role-based state, and orchestrates death.
To read the config or role from outside the component, call the static helpers instead of casting to AEnemyControllerBase. They work on any controller carrying the component.
Static helpers
FunctionReturns
ResolveAIConfig(Controller)The controller's cached config, or the pawn's config via IEnemyAIConfigProvider, or null
ResolveCurrentCombatRole(Controller)The current combat role tag, or an empty tag
Instance accessors
FunctionReturns
GetCachedAIConfig()The resolved UEnemyAIConfig in use
GetCurrentCombatRole()The current combat role tag
Overridable hooks (BlueprintNativeEvent, call the parent to keep default behavior)
FunctionPurpose
SyncStateForCombatRole(RoleTag)Runs when the role changes. Override to swap animation sets, trigger effects, or switch StateTree assets. Call Super to keep the action set, reaction set, weapon set and movement profile sync.
HandleCombatTargetLost(LostTarget)Runs when the target is destroyed or unregistered. Override for fallback behavior (patrol, switch aggro). The default broadcasts OnCombatTargetLost.
Blueprint-callable
FunctionPurpose
ApplyLocalCombatRole(RoleTag)Adopt a role locally without registering with the subsystem. Syncs the action set and movement profile like a subsystem-assigned role, but consumes no slots and joins no coordination. For bosses and solo enemies.
HandleDeath()Full SEC shutdown, idempotent. Cancels the in-flight action and reaction, stops the brain, stops melee tracing, disables threat detection, unregisters from the role subsystem, clears focus, then broadcasts OnDeath. Does not unpossess or destroy the pawn.
HandleRevive()Brings a dead enemy back under AI control: releases the action block death took, restarts the brain, and turns threat detection, perception and role registration back on, then broadcasts OnRevive. Call it on a revive or when a pooled enemy is reused. A controller that died stays blocked from acting until it runs. The weapon death unequipped is not re-equipped, and perception returns only when the AI Config manages it.
Properties
PropertyDefaultPurpose
DefaultAIConfignullFallback config when the pawn provides none via IEnemyAIConfigProvider
bAutoRegisterForCombatRolestrueRegister with the combat role subsystem on possession
RoleRegistrationParamsn/aRegistration parameters used when the pawn has no config
bEnableThreatDetectiontrueEnable threat detection on BeginPlay when a ThreatDetectionComponent is present
bAutoHandleDeathOnHealthDepletedtrueCall HandleDeath() automatically when the pawn's health vital empties
bDropWeaponOnDeathtrueRelease everything the pawn holds with Drop on death, which asks each item to drop itself and carries the equipment component's DropLifetime as the suggested lifespan. Off releases with LeaveInWorld
Delegates
DelegateFires
OnCombatRoleChanged(NewRole, OldRole)When the role changes, from subsystem assignment or local apply
OnCombatTargetLost(LostTarget)When the target is destroyed or unregistered
OnCombatRoleSystemReady(Controller)After registration with the role subsystem. Safe to read the initial role here
OnDeath()At the end of HandleDeath(), once every system is stopped. Safe to ragdoll, spawn VFX, or destroy
OnRevive()At the end of HandleRevive(), once every system is running again

EnemyControllerBase

The convenience controller. It creates every combat component as a default subobject and adds facing and rotation behavior on top of SECCombatControllerComponent.
Rotation lock (freezes facing during a committed attack)
FunctionPurpose
LockRotationBy(LockOwner)Hold a rotation lock keyed to an owner. Releases when the owner is destroyed, or when an InstancedPerActor ability goes inactive. Defaults to the caller.
UnlockRotationBy(LockOwner)Release that owner's lock
LockRotation() / UnlockRotation()Keyless counter-based lock; balance each call
ForceUnlockRotation()Clear both the counter and the owner set
IsRotationLocked()True while any lock holds
UGameplayAbilityBase locks rotation through this API when bLockAIRotation is set, so montage-driven attacks commit without extra wiring.
Facing
MemberDefaultPurpose
GetDesiredFacingLocation(OutLocation)n/aBlueprintNativeEvent returning the world location to face. Override for custom facing
SmoothFocusInterpSpeed165.0Interpolation speed for smooth focus rotation
bFaceLastKnownWhenNotDetectedtrueTrack the live target only while Detected; otherwise face its last-known location instead of through walls
Team
MemberPurpose
USECTeamComponentHolds the team on the possessed pawn: TeamId (0 = player, 1 = enemy, 255 = neutral), Free-For-All, and the exclusion rules
IGenericTeamAgentInterfaceAnswers AI Perception and EQS by reading that component
Blueprint events (forwarded from the combat component)
EventFires
K2_OnCombatRoleAssigned(NewRole, OldRole)On role assignment
K2_OnCombatTargetLost(LostTarget)When the target is lost
K2_OnReactionSetApplied(RoleTag, ReactionSet)When a reaction set is applied via role sync
K2_OnDeath()After HandleDeath() completes; safe to ragdoll or play a death montage
HandleDeath() on the controller is a convenience wrapper around the component's HandleDeath(). Component accessors: GetCombatControllerComponent, GetHelperBTComponent, GetReactionEvaluationComponent, GetAwarenessComponent. Delegates: OnFocusSet, OnFocusCleared (fires only when there was a focus to clear), OnActionStateChanged.

SECBrainComponent

Chooses how the AI runs from its config: a StateTree when one is named, otherwise a native C++ combat loop.
MemberDefaultPurpose
RefreshBrain()n/aRe-evaluate the config and switch brains if the StateTree choice changed. Call after changing the config at runtime without re-possessing
IsRunningNativeBrain()n/aTrue while the native loop drives the AI
EvaluationCooldown0.1Seconds between action evaluations in the native loop
In native mode the component holds the controller's brain slot, so HandleDeath stops it and the per-action behavior-tree swap restores it.

BotStateTreeAIComponent

Extends Unreal's UStateTreeAIComponent. SECBrainComponent creates it at runtime when the config names a StateTree. It resolves the config on possession in this order:
  1. The controller's SECCombatControllerComponent cached config
  2. A pawn implementing IEnemyAIConfigProvider
  3. The FallbackStateTree on this component
MemberDefaultPurpose
InitializeFromAIConfig(AIConfig)n/aSet and start the config's StateTree. Returns true on success
AddLinkedStateTreeOverride(StateTag, StateTreeReference)n/aSwap a sub-tree per gameplay tag, for enemy variants
bAutoInitializeFromConfigtrueInitialize from the config automatically on possession. Disable for manual control
FallbackStateTreenullUsed when no config is found or the config names no StateTree

USECCombatTokenSubsystem

The world subsystem holding the permission slots each target hands out. Server only: every function that changes the ledger returns without effect on a client, and the queries there report no block. See Combat Tokens.
Claiming
bool  TryClaimTokens(AActor* Target, AController* Holder, const TArray<FSECTokenRequirement>& Requirements, FSECTokenLeaseHandle& OutLease);
void  ReleaseTokens(const FSECTokenLeaseHandle& Lease);
int32 ReleaseAllTokensForHolder(AController* Holder);
bool  CanClaimToken(AActor* Target, AController* Holder, FGameplayTag TokenTag, int32 Cost = 1) const;
bool  HoldsToken(AActor* Target, AController* Holder, FGameplayTag TokenTag) const;
TryClaimTokens takes every listed slot or takes none. ReleaseTokens hands back what one receipt covers and starts the reissue delay; running it twice, or with a receipt for a target that is gone, does nothing. ReleaseAllTokensForHolder reports how many claims it freed. CanClaimToken reserves nothing and reads true while the holder already holds a slot for the tag.
Budget and query: SetTokenBudget, ClearTokenBudget, ClearTarget, GetTokenBudget, GetAvailableTokens, GetTokenHolders, IsTokenTarget, GetTokenPoolStatus. OnTokenAvailabilityChanged(Target, TokenTag, AvailableTokens, Budget) fires when a pool's free count moves.
StructMembers
FSECTokenRequirementTokenTag, Cost (1). Two entries naming one tag keep the larger cost
FSECTokenLeaseHandleClaimId (0 means nothing is held), Target. The target rides on the receipt so a release finds the right pool after the AI has moved on
FSECTokenPoolStatusTokenTag, Budget, AvailableTokens, HeldTokens, CoolingTokens, SecondsUntilNextReissue, Holders
A holder destroyed without releasing frees its slot the next time the pool is read, so an AI that has gone cannot hold a pool shut.
USECTokenGate
static void CollectRequirements(const FSECCustomScoring& Scoring, TArray<FSECTokenRequirement>& OutRequirements);
Gathers what a spec's token gates need, merging duplicate tags and skipping inverted gates. UActionEvaluationComponent calls it as an action starts and claims against the controller's focus actor, the same actor the gate scored against.

USECScorer and USECGate

The two bases an action or reaction extends its scoring with, both Blueprintable and EditInlineNew. Instances live in FSECCustomScoring: Scorers for soft multipliers, Gates for hard vetoes. See Action System.
virtual float ScoreMultiplier_Implementation(const FSECScoringContext& Context) const;  // USECScorer, 1.0 = no effect
virtual bool  PassesGate_Implementation(const FSECScoringContext& Context) const;       // USECGate, false vetoes
virtual FString GetDisplayName_Implementation() const;                                  // row title, logs, breakdown
Subclasses must be stateless: one instance is shared across every AI using the asset. Derive randomness from SeededRandom(Context) rather than raw RNG.
FSECScoringContext carries Controller, Target, ASC, SpecId, EventTag, Surface, Seed, WindowId, the snapshot fields Distance, AngleDegAbs, Speed, HealthPercentage, Stamina, the Vitals component, and the Stimulus that set a reaction off. It carries no threat figure, so a scorer wanting camera attention reads UThreatDetectionComponent::GetCurrentThreatLevel() off Context.Controller.
Surface names the list the scorer is running in (Actions, Reactions, TriggerRules). One class serves all three, and branches on this where the difference matters.

USECMeleeTraceComponent

The swept-trace component on the pawn. Five phases of its pipeline are BlueprintNativeEvent, so a Blueprint subclass overrides the event and a C++ subclass overrides _Implementation. See Melee Trace.
FSECDamageInfo         BuildDamageInfo(AActor* HitActor, const FHitResult& Hit, const FVector& Direction, const FSECTraceSocket& Socket) const;
void                   HandleDamageResult(AActor* HitActor, const FSECMeleeHitData& MeleeHitData, const FSECDamageResult& Result);
ESECHitClassification  ClassifyHit(AActor* HitActor, const FHitResult& Hit) const;
ESECContactRole        ClassifyContact(AActor* HitActor, const FHitResult& Hit) const;
bool                   ShouldDetectHits() const;
ShouldDetectHits answers the authority. HandleDamageResult replaces the recording rule outright, so call RecordHit for the hits an override means to keep. CanHitActor, RecordHit and IsPassThroughTarget are protected, so an override reaches them from the subclass. GetTargetsHitThisWindow is public, for damage falloff across a cleave. BuildSweepQueryParams(FCollisionQueryParams&) is C++ only, for a sweep that asks the world something else, such as complex collision to read the struck face's material.
Manual control, for a project not driving traces from a montage:
virtual void StartTracing(const TArray<FName>& SocketIDs, USECDamageConfig* DamageConfig = nullptr, bool bDebugOverride = false);
virtual void StartTracingSimple(const TArray<FName>& SocketIDs, float DamageOverride);
virtual void StopTracing();
 
bool RegisterTraceSocket_Struct(const FSECTraceSocket& TraceSocket);
void UnregisterTraceSocket(FName ID);
bool UnregisterTraceSocketFrom(FName ID, const USceneComponent* ExpectedSource);
void UnregisterAllSockets();
 
TArray<FName>   GetRegisteredSocketIDs() const;
void            AddTraceIgnoredActor(AActor* Actor);
void            RemoveTraceIgnoredActor(AActor* Actor);
TArray<AActor*> GetTraceIgnoredActors() const;
StartTracingSimple takes a numeric override instead of a config; a value below zero falls back to BaseDamage. RegisterTraceSocket_Struct is the only entry point reading SourceComponentTag and a socket's own filter override, and returns false when the socket has no ID, names no source, or another component holds its ID. It accepts a socket on every machine, since which machine sweeps can change after the weapon is drawn, so a socket that registered says nothing about whether this machine sweeps.
Windows and delivery, for a C++ subclass:
virtual bool OpenWindow(const FSECTraceWindowRequest& Request);
virtual void CloseWindow();
virtual bool KeepsSweepingAfterEnd(float SecondsSinceEnd) const;   // false by default
virtual void DeliverHit(const FSECTraceWindowState& Window, const FSECMeleeHitData& HitData, const FSECTraceSocket& Socket);
void         ResolveHit(const FSECTraceWindowState& Window, const FSECMeleeHitData& HitData, const FSECTraceSocket& Socket, bool bSweptHere);
static bool  IsTriggerContact(const FHitResult& Hit);   // BlueprintPure
OpenWindow opens the window every start asks for, closing any still open, and is refused on a machine that does not detect hits or for a request that leaves no registered socket to sweep. Override it and CloseWindow, calling Super, for work that follows the window; an override of StartTracing, the two tagged starts, StartTracingSimple or StopTracing still hears every window, a montage window's included. KeepsSweepingAfterEnd lets a window sweep on past its end while its montage play runs, for sockets that read a drawn pose reaching the end of a swing later than the animation does. DeliverHit turns one swept hit into damage, resolving it on this machine by default; a subclass that carries hits to another machine overrides it and calls ResolveHit where the hit lands. IsTriggerContact answers whether a hit reached a trigger volume, so a Blueprint override of ClassifyContact keeps that rule beside its own.
SECMontageWindow::IsPlaying(Window) answers whether the montage play a window belongs to still runs on its mesh, wherever playback sits.
ISECPhysicsImpulseReceiver is C++ only. A component implementing it on the struck actor takes the push from SEC Apply Physics Impulse through ReceivePhysicsImpulse(UPrimitiveComponent& Component, const FSECPhysicsImpulse& Impulse) and reports whether it drives that component, which a project driving a ragdoll on every machine uses to hand the push to each copy of the body. Without one, the effect pushes the body itself.
Payloads
StructMembers
FSECMeleeHitDataHitResult, FromSocketID, DamageConfig, Classification. Carried by OnMeleeHit and OnMeleeSensed
FSECDamageResultDamageApplied, AdditionalVitalDamageApplied, bWasFatal, ResultTags. Added by OnMeleeHitResponse
FSECDamageInfoInstigator, DamageCauser (the weapon when the socket sits on one, the wielder otherwise), HitResult, HitDirection, DamageDefinition, DamageConfig, DamageTags, CustomPayload
A target reached through point damage reports what its TakeDamage returned, with no fatal flag and no result tags. Subclass USECDamageConfig to carry per-attack data of your own and cast it inside the target's HandleIncomingDamage.

USECApproachComponent

Steers an attack across its approach window. Animation Integration covers it for Blueprint; C++ alone reaches these:
void HoldDestinationOverride(const UObject* Holder, const FTransform& Destination, ESECApproachSpeedLimit InSpeedLimit, float InMaxApproachSpeed);
void ReleaseDestinationOverride(const UObject* Holder);
HoldDestinationOverride sends every approach window that opens while Holder holds it to Destination instead of the target its named slot stores, at that speed limit unless the window names its own, for a character another system places, such as a scripted sequence putting it on its mark. Holding again replaces the spot, and only the same holder's release gives the windows their named targets back. A Move by Offset window keeps its own offset.
bGliding and GlideVelocity, both Blueprint read-only, report whether a window is sliding the character across the ground and how fast, in cm/s. They settle once a frame, so every reader that frame gets the same answer.
USECAbilityTask_ApproachGlide
static USECAbilityTask_ApproachGlide* ApproachGlide(UGameplayAbility* OwningAbility, FName TaskInstanceName, AActor* Followed, const FVector& Destination, float StopDistance, float MaxSpeed, float LeadStrength, float Duration, UCurveFloat* TimeMappingCurve, float SecondsRun = 0.0f);
Glides the character through an ability for Duration seconds, toward Followed, worked out again every frame, or to Destination when there is none. StopDistance already counts both capsules; a negative MaxSpeed covers the distance over the duration instead; LeadStrength runs from 0 to 1 for how much of the followed actor's motion the goal leads. The glide runs wherever its ability runs, predicted on the owning client when the ability predicts, and other players' machines see it through the character's replicated movement.
SECApproachMath
FunctionReturns
StopDistanceBetween(Mover, Target, StopDistance)How far apart two characters end up, center to center, when a glide stops StopDistance short of the target: the stop distance plus both capsules' radii
BrakingDistance(Speed, BrakingDeceleration, Friction)How far a character moving at Speed slides before its own braking stops it, in cm
RestArrivalRadius(ArrivalRadius, MaxSpeed)How far from its spot a walk until arrival still counts as arrived when the server sees a remote player come to rest: ArrivalRadius plus the ground MaxSpeed covers in 0.3 s

USECMovementModifierComponent

SEC Movement Modifiers, the one place a character's walk speed, acceleration, braking, ground friction, turn rate and turning flags change from. Animation Integration covers it for Blueprint.
static USECMovementModifierComponent* FindOrAdd(AActor* Actor);   // Blueprint: Get Movement Modifiers
static USECMovementModifierComponent* Find(const AActor* Actor);
 
void  OverrideValue(const UObject* Source, ESECMovementValue Value, float NewValue, int32 Priority = 100);
void  ScaleValue(const UObject* Source, ESECMovementValue Value, float Scale);
void  OverrideFlag(const UObject* Source, ESECMovementFlag Flag, bool bNewValue, int32 Priority = 100);
bool  RemoveValueModifier(const UObject* Source, ESECMovementValue Value);
bool  RemoveFlagOverride(const UObject* Source, ESECMovementFlag Flag);
int32 RemoveModifiers(const UObject* Source);
 
float GetValue(ESECMovementValue Value) const;
bool  GetFlag(ESECMovementFlag Flag) const;
float GetBaseValue(ESECMovementValue Value) const;
void  SetBaseValue(ESECMovementValue Value, float NewBase);
FindOrAdd adds the component the first time it is asked and answers null for an actor that is not a pawn or is being torn down; Find answers null while nothing has changed the character's movement. Three constants name the priority levels: PacePriority (0) for a pace the character sets for itself, StylePriority (100) for the settings a whole style of play makes and the default for a Blueprint override, and FacingPriority (1000) for a hold on the facing, which an approach window takes.

USECTerritoryComponent

Pawn-side, server only. The route, ground and leash functions are Blueprint exposed and covered on Territory & Patrols. The lookups, and the two members C++ alone reaches:
FunctionPurpose
static USECTerritoryComponent* FindTerritoryComponent(const AController* Controller)The component on a controller or its possessed pawn
static FVector GetPostLocationFor(AActor* Post)Where a post stands, for any actor, post component or not
static float GetWanderExtentFor(AActor* Post)How far an enemy may drift from a post, 0 for an actor with no post component
static int32 StepPostIndex(ESECPostOrder Order, int32 PostCount, int32 CurrentIndex, int32& InOutPingPongStep)The next index an order policy names, with no reference to where the pawn is. C++ only; AdvanceRoute is the Blueprint-reachable form
float GetLeashSlack() constLeashRadius as a usable number: never negative, and 0 when it is not a real number
USECTerritoryPostComponent
static USECTerritoryPostComponent* FindPostComponent(const AActor* PostActor) resolves the post component from any actor, and reads null for one carrying none.
virtual bool PickPointInArea_Implementation(const AActor* Querier, FVector& OutPoint) const;
Override it for a post that works its destination out at runtime. Querier is the pawn being sent there, which sizes the navmesh query to its agent; returning false stands the enemy on the post itself. The base gathers reachable spots inside the area, up to PointSampleAttempts tries, and picks among them under WanderSelection.

Deprecated, removed in 4.0

Each item below keeps working until 4.0, and its deprecation message names the replacement. A Blueprint function call or variable node using one warns when the Blueprint compiles, C++ warns when it builds, and the four older defense rules show as Deprecated in the editor.
DeprecatedUse instead
USECAbilityTask_ApproachGlideToActorUSECAbilityTask_ApproachGlide::ApproachGlide, passing the target as Followed
USECAbilityTask_ApproachGlideToPointUSECAbilityTask_ApproachGlide::ApproachGlide with no Followed actor
USECApproachComponent::IsGliding() / GetGlideVelocity()bGliding / GlideVelocity
SECApproachMath::StepYawToward, the overload taking a deadzoneThe overload without a deadzone
SECApproachMath::LeadTargetSECApproachMath::LeadTargetFrom
SECApproachMath::FWindowClock, EWindowPhaseNothing: an approach window follows its montage's playback itself
SECMontageWindow::IsSupersededRunSECMontageWindow::HasLeft
Montage, WindowStart, WindowEnd, EffectiveRate on FSECApproachRequestAn approach window on the montage, or WindowDuration
MinLead on USECRootMotionModifier_SkewWarpLeave it at 1 cm, which ends on the standoff
AEnemyControllerBase::bWarnedPawnFacingUndrivenNothing: the pawn facing warning is written once per pawn class and play session
USECVitalsComponent::DeriveVitalEdges, the float formThe form taking the previous and next anchors
USECDamageStatics::RunHitEffectList, the seven-argument formThe form taking bAttackerPlaysAhead
GetBaseMaxWalkSpeed, SetBaseMaxWalkSpeed, BaseMaxWalkSpeed on USECSpeedModifierComponentGetBaseValue and SetBaseValue with MaxWalkSpeed on the character's USECMovementModifierComponent; inside an ApplySpeedScale override, the parent call or ScaleValue
DamageType on USECDamageConfig and on FSECDamageDefinitionDamageTags
Outcome on FSECDefenseResult, and ESECDefenseOutcomeResultTags. The four older rules and Invulnerable still write Outcome; Guard and Scale Damage leave it Unguarded
USECDefenseRule::GetDisplayNameThe rule's class display name
USECDefenseRule_Parry, _Block, _DamageModifier, _DamageTypeResistanceUSECDefenseRule_Guard and USECDefenseRule_Scale (SEC Guard and SEC Scale Damage)
UAICombatRoleSubsystem::SetCombatTargetRegisterCombatTarget with bAutoAssignUnassigned true
UAICombatRoleSubsystem::GetCombatTargetGetCombatantTarget(Controller) or GetAllCombatTargets()
PreferredNextActionId, ChainBonusMultiplier on FActionSpecChainLinks, with the bonus on the source action's link. Saved values convert into a chain link on load
bManualOnly, bChainOnly on FActionSpecSelection, set to Manual Only or Chain Only. Each flag folds into Selection on load and on grant
StrafePenaltyThreshold on UMovementEvaluatorComponentStrafeFullPenaltyAngle, the same limit in degrees
Replicate on Set Approach Target, Set Approach Target to Actor and Set Approach Target to Location is deprecated too, and gives no warning, since the engine cannot mark one input of a node deprecated; the node's tooltip says so. It still has the server send the target to the player's own machine.