This is some of the AI work I did in Unreal for Wayward Rose, the senior project of the game development class of 2022 of John Paul the Great Catholic University. The gameplay of Wayward Rose revolves around orienteering as the player needs to make it from the starting point to an end shrine with only a map and a compass. Enemies serve as obstacles for the player and encourage players to move more deliberately through the environment, in addition to providing tension.
I designed the AI to be as flexible as possible. This is an early prototype implementing Patrol, Chase, and Search states with blueprints and Unreal's Blackboard and Behavior Trees.
A more finalized version of the wolves implemented in C++ for more flexibility. The wolves are slowed down to encourage the player to be more deliberate.