Quick Start
From install to a firing turret in your own level.
At a glance
- Add the pack to a UE 5.7 project.
- Open
Maps/L_TurretExampleand press Play. - Drag
Blueprints/Turret/BP_TurretPawninto your level. - Give your player a team, or leave it without one to be attacked.
All paths on this site are relative to Content/AITurret.
1. Install
From Fab, add the product to your project through the Epic Games launcher (Library → Add to Project).
You can also migrate it from another project. In its Content Browser, right-click AITurret → Migrate… and pick your project's Content folder.
No project settings are needed. The content does not depend on Config/ files, collision channels or plugins.
2. Play the example map
Open Maps/L_TurretExample and press Play. Walk towards a turret: it turns to you and fires. See Example Map for the controls.
3. Put a turret in your level
Drag Blueprints/Turret/BP_TurretPawn (dual barrel) or BP_TurretPawn2 (single barrel) into the level. It brings its AI controller, BP_TurretAIController, and works with the default values.
A placed turret is possessed by its controller automatically. For a turret you spawn at runtime, set Auto Possess AI to Placed in World or Spawned in its Class Defaults.
4. Decide who gets shot
Every turret has a TeamID (255 = no team). Turrets attack pawns of other teams and pawns without a team, and they ignore everything that is not a pawn.
Your player gets a team through BPI_TeamAgent. The quickest way is the example's Blueprints/Examples/BP_TeamPlayerController: set it as your GameMode's Player Controller Class and set its TeamID. Details: Customization → Teams.
5. Make the shots hurt
Projectiles deal no damage by default. Override OnProjectileImpact in your turret and call Apply Damage on OtherActor. See Customization → Damage.
Offline documentation
The pack includes Content/AITurret/Documentation/QUICKSTART.md with the essentials from these pages. It is a plain Markdown file, so open it in Explorer: the Content Browser does not show it.