Dynamic Environmental Phenomena¶
HERCULES exposes parameterized dynamic-environment modules and dynamic-agent Blueprints through plug-and-play interfaces, so the shared world state evolves at runtime for procedural scenario generation. These go beyond the static dynamic objects inherited from Cosys-AirSim.
Phenomena¶
Each phenomenon is packaged as a downloadable, parameterized Unreal Blueprint you can drop into your own project — see the per-phenomenon pages below for download and usage, and Using Blueprint Packages for the packaging/licensing model, install steps, and how to make Blueprints visible to the HERCULES sensors.
Fire propagates through the environment over time, coupling naturally with the LWIR thermal and night-vision sensors for detection and monitoring scenarios.

Water level rises and spreads across terrain, including over georeferenced Cesium for Unreal city models.

Disease spreads across agricultural terrain, driving precision-agriculture and monitoring scenarios.

Dynamic agents¶
Dynamic-agent Blueprints populate the world with moving entities that update the shared state at runtime — each is a downloadable, parameterized Blueprint:
- Animal behavior (AnimalAI) — kangaroos, deer, and other wildlife in the natural worlds.
- Pedestrian behavior (MetaHuman) — realistic walking agents.
- Vehicle behavior (VehicleAI) — autonomous vehicle traffic in the city world.
Animal Behavior Pedestrian Behavior Vehicle Behavior
These integrate with the environments and are designed to stress perception and planning under dynamic obstacles.