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Intent Forge

A Goal-Oriented Action Planning framework for Unreal Engine 5 — featuring the Stable GOAP layered anti-flap toolkit. Plan intent, execute anywhere.

UE 5.7 GOAP Blueprint-First MIT Licensed


  • Quickstart


    From empty project to a running plan in 15 minutes. The shortest path to seeing Intent Forge drive an agent end-to-end.

    Start here

  • Concepts


    The mental model. How the planner, dispatcher, and executors stay decoupled. The planner doesn't execute rule and why it matters.

    Architecture

  • Anti-Flap Toolkit


    The signature feature. Five families — momentum bonus, Schmitt latched bools, commit time, EMA smoothing, and structural commitment — that keep GOAP agents from oscillating.

    Stable GOAP

  • Cookbook


    Recipes for common design problems. Patrol/chase, multi-stage behaviors, sensor wiring, custom dispatchers, and validator authoring.

    Recipes

  • Performance


    Reproducible benchmarks backing the headline numbers. 2000-agent replan p99 budgets, sensor sample costs, dispatcher tick overhead, methodology and raw baseline JSON.

    Benchmarks

  • Networking (post-v1)


    Replication design sketch. Out of scope for v1 — captured here so the eventual multi-agent + replicated story has a defensible starting point.

    Post-v1 plan


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, Schmitt latched bool facts, min-action commit time, EMA scalar smoothing, and structural commitment via plan reuse + executor lifecycle on top of classic GOAP.
  • 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.

Status: Pre-alpha (0.34.0)

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 81 automation tests. Not yet validated in a shipping game. APIs may shift before 1.0.

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.