Roadmap

Where Intent Forge is, where it's going, and what's explicitly not happening.

[ Roadmap ]

Where it is, where it's going

The current status, what's in flight, and what's explicitly out of scope. No promised dates — the plugin moves on its own timeline.

v1.0.0-alpha

The first stable release

The threshold from active development to a stable release is validation in a shipping game. Tests passing and APIs feeling clean are necessary, not sufficient. The first stable release ships when at least one real project has used Intent Forge end-to-end through a milestone and the feedback has been incorporated.

Concretely, the stable release means:

  • Public API frozen. Breaking changes after stable require a major version bump.
  • Shipping-game validation. At least one real game has used Intent Forge for production AI through a milestone (vertical slice or better).
  • Marketplace listing live. Fab / UE Marketplace listing with hero video, screenshots, and pricing.
  • Sample content. A multi-agent demo level that exercises the anti-flap toolkit visibly (companion AI + town NPC + guard with patrol/investigate/pursue).
  • Tooltip coverage parity. Every BlueprintCallable function carries a designer-useful tooltip.
  • PIE-verified end-to-end behaviour. A full manual checklist run against the worked examples.

No promised date. The plugin moves on its own timeline.

What's in flight

Ongoing polish work:

  • Full PIE listen-server replication coverage — structural invariants are pinned by the IntentForge.Replication.* automation tests, but the over-the-wire delivery path still needs a PIE-driven Listen-server fixture.
  • Inspector UX polish — sortable agent-list columns and richer per-agent views.
  • More cookbook recipes — always room to grow the recipe count.
  • Performance baseline refresh — periodic re-capture under the current planner / replication code path.

Beyond the first stable release

Tracked as design sketches or backlog items. Don't expect any of these soon:

AreaWhatStatus
Multi-agent coordinationSquad-level planning where agents reason about each other's plansDesign only
Async planningOff-thread A* search for very large action spacesNot started
Full FWorldState replicationUE-native replication for live world state on top of the v1.0.0-alpha networking surfaceOut of scope for v1.0 — current model keeps WorldState server-only and replicates plan output (ReplicatedAction, Archetype, PlanGeneration)
HTN integrationHierarchical Task Network planning as a separate dispatcher / planner pairNot planned; out of scope unless adoption demands it

The headline change for v1.0.0-alpha — server-authoritative networked AI — landed. See the Replicated Patrol example for the production-shaped walkthrough and the networking ADR for the design notes.

What is explicitly not happening

To be clear about what Intent Forge will not become:

  • A behavior tree replacement. Intent Forge can sit inside a BT as a single task. It doesn't subsume BT — different paradigms for different problems. See Why Intent Forge.
  • A utility AI framework. The goal scoring layer borrows from utility AI, but the centrepiece is forward search. If you want pure reactive scoring, use a dedicated utility plugin.
  • A combat system. Damage, abilities, status effects — out of scope. Intent Forge plans behaviour; your combat system (GAS or hand-rolled) executes it via custom executors and writes facts the planner reads.
  • A perception system. AI Perception integration ships as an optional module; Intent Forge doesn't reimplement perception.

How to influence the direction

  • Use the plugin in a real project. First-hand "this is the gap that bit me" feedback beats hypothetical wishlists.
  • File detailed issues. The bug-report template asks for IntentForge.DumpAgent output and a minimal repro — that's the shape of input that turns into fixes.
  • Open PRs. Plugin contributing guide ships in the plugin repo.
  • Talk about it. Adoption is the unblock for everything beyond the first stable release.

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