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Intent Forge

Goal-Oriented Action Planning (GOAP) framework for Unreal Engine 5.7.

Intent Forge plans what an agent should do; a pluggable dispatcher decides how to execute it — StateTree, Behavior Tree, custom Blueprint AI, or a built-in tickable subsystem that runs without any AI runtime at all. The planner emits an immutable FPlan; the active dispatcher pops actions and hands them to a polymorphic executor. The two halves never bleed.

Status: Pre-alpha (0.32.0)

Compiles cleanly on UE 5.7. Fully event-driven. Nine optional modules. The layered "Stable GOAP" anti-flap toolkit (Families 1, 2, 4) ships. Covered by 75 automation tests. Not yet validated in a shipping game. APIs may shift before 1.0.

Why Intent Forge

  • One required dependency. Core uses only Core, CoreUObject, Engine, GameplayTags. StateTree, BT, AI Module, Navigation, Smart Objects, and Gameplay Debugger live in optional modules you can disable.
  • Runtime-agnostic execution. Works with StateTree, Behavior Trees, custom Blueprint AI, or the built-in dispatcher subsystem (default — works with no AI runtime). Drop the component on any actor and it plans + executes.
  • Stable GOAP. Anti-flap is a first-class concern. Most GOAP frameworks stop at actions + preconditions + effects + A*. Intent Forge layers goal-momentum bonus (Family 1), Schmitt latched bool facts (Family 2), min-action commit time (Family 3), EMA scalar smoothing (Family 4), and structural commitment via plan reuse + executor lifecycle (Family 5) on top of classic GOAP. See the Anti-Flap Toolkit.
  • Blueprint-first. Every C++ extension point has a Blueprintable companion. Designers ship goals, actions, costs, considerations, executors, and sensors without engineer involvement.
  • Gameplay Tag compliant. Every fact accessor has a tag-flavored companion.
  • Honest scope. Single-agent planning, sync A*. Multi-agent coordination, HTN, async planning, replication — explicitly out of v1 (see Networking for the post-v1 design sketch).

Where to start

  • New to Intent Forge? → Quickstart (15-minute tutorial from empty project to first running plan).
  • Want to understand the architecture? → Concepts.
  • Solving a specific design problem? → Cookbook.
  • Trying to keep agents stable? → Anti-Flap Toolkit — the framework's signature differentiator.

Modules at a glance

Nine modules; one required, eight opt-in. Core has no dependency on StateTree, Behavior Trees, the AI module, Smart Objects, or the Gameplay Debugger — every runtime integration lives in its own module.

Module Required
IntentForgeCore yes
IntentForgeStateTree no
IntentForgeBT no
IntentForgeStandardExecutors no
IntentForgePerception no
IntentForgeSmartObjects no
IntentForgeExamples no (ships worked examples — Sandbox + Patrol/Chase)
IntentForgeEditor no (Live Inspector, validators, factories)
IntentForgeDebug no (Gameplay Debugger category, console commands)

License

MIT. The plugin and these docs ship under the same license.