For the Sale of Advanced Unreal Engine AI System on the Marketplace

Objective:
To create a modular, advanced, and complete AI system in Unreal Engine. The system should integrate dynamic behaviors, perception systems, navigation, state machines, combat logic, and multiplayer compatibility.

Stage 1: Planning & Design

Scope & Architecture:

AI design for patrolling NPCs, warriors, and interactive allies.
A hybrid system combining Behavior Trees and State Machines.
Use Blackboard for shared memory.
Stage 2: Implementation of Core Systems

AI Controller & Blackboard:

Create a custom AI Controller class using Blueprints and C++.
Add Blackboard Assets for variables.
Connect the AI Controller with the Behavior Tree.
Behavior Tree:

Add tasks for Patrolling, Chasing, Attacking, and Idle.
Use Decorators to check conditions and Services to dynamically update variables.
Stage 3: Navigation System Configuration

NavMesh Setup:

Place NavMesh Bounds Volume for the level.
Add NavLink Proxy for custom actions.
AI Movement Logic:

Use simple movement functions and determine alternative routes.
Stage 4: Perception and Sensory Systems

AI Perception System:

Add AI Perception Component.
Configure sight and hearing perceptions.
Use perception events to trigger behavior transitions.
Environment Query System (EQS):

Create queries for finding cover or detecting enemies.
Integrate into the Behavior Tree.
Stage 5: State Machines and Combat Logic

State Machine Integration:

Create states like Idle, Attack, Retreat, Reload.
Combat AI:

Design attack patterns, threat management, and prediction algorithms.
Integrate animations.
Stage 6: Communication & Game Integration

Interfaces and Event Dispatchers:

Communicate with game systems using Blueprint Interfaces.
Use Event Dispatchers for multiplayer synchronization.
Network Synchronization:

Replicate AI actions and use RPC (Remote Procedure Calls).
Stage 7: Debugging, Optimization & Playtesting

Debugging:

Use Behavior Tree and EQS Debugger.
Optimization:

Adjust tick frequencies and optimize NavMesh and EQS queries.
Playtesting:

Test AI in different scenarios and make dynamic difficulty adjustments.
Stage 8: Final Touches and Animation Synchronization

Animation Integration:

Use Animation Blueprints and Blendspaces.
Edge Cases:

Add reset functionality if AI gets stuck and fail-safes for invalid states.
Stage 9: Deployment and Finalization

Polishing and Deployment:

Make final adjustments based on profiling and playtest feedback.
Package the AI system and verify it works in all scenarios.
Deliverables:

Fully functional AI Controller, Behavior Tree, and Blackboard.
Sight and hearing perception systems.
State machine and combat logic integration.
Optimized Navigation System.
Multiplayer-compatible and synchronized AI actions.
Debug tools and optimization mechanisms.
Animation Blueprint and Blendspaces integration.
Things to Consider for Marketplace Sale:

Target Audience Definition:

Developers of FPS, RPG, or Sandbox games.
Provide flexibility for both Blueprint and C++ users.
Compliance with Unreal Engine Marketplace Rules:

Ensure appropriate categorization and respect for copyrights.
Coding Standards and Optimization:

Modular and readable code.
Integration of Blueprint and C++.
Performance optimizations (Tick Settings, NavMesh, LOD).
Multiplayer Compatibility:

Use of Replication and RPC.
Event-based network management and latency handling.