Artificial Intelligence

In Common GAS, you can choose the standard AIModule when it comes to build an AI system. I already provided you with some helpful Decoratorsand Tasks if you using the standard AIModule

In this example, im going to show you the basic setup to get you going.

Setup

  • By Default, CommonGAS already enabled AIModule

  • For any AI-controlled characters, they need to inherit from GCCModularPawn

  • Next, you need to make an AIController inherit from GCCModularAIController to control the AI.

  • In the blueprint graph, on BeginPlay we simply call the Run Behaviour Tree and apply your behaviour tree asset.

  • Lastly, in your pawn class class default, find Pawn->Ai Controller Class and set your AIController to the one we created.

Now, thats the basic setup that should get you going. Have fun building your AIs!

Tasks

In Common GAS, i have provided you with some useful Tasks you can use with GAS to build your gameplay logic:

BTTask_ActivateAbilityByClass

BTTask_ActivateAbilityByTags

BTTask_ActivateAbilityOnce

BTTask_AddLooseGameplayTag

BTTask_AddLooseGameplayTags

BTTask_ApplyGameplayEffectToSelf

BTTask_ApplyGameplayEffectToTarget

BTTask_RemoveLoooseGameplayTags

BTTask_RemoveLooseGameplayTag

BTTask_SendGameplayEvent

Decorators

In Common GAS, i have provided you with some useful Decorators you can use with GAS to build your gameplay logic:

BTDecorator_HasAllGameplayTags

BTDecorator_HasAnyMatchingGameplayTags

BTDecorator_HasMatchingGameplayTag

BTDecorator_IsAbilitySystemComponentValid

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