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 Decorators
and 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 fromGCCModularAIController
to control the AI.
In the blueprint graph, on
BeginPlay
we simply call theRun Behaviour Tree
and apply your behaviour tree asset.Lastly, in your
pawn
class class default, findPawn->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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