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
AIControllerinherit fromGCCModularAIControllerto control the AI.

In the blueprint graph, on
BeginPlaywe simply call theRun Behaviour Treeand apply your behaviour tree asset.
Lastly, in your
pawnclass class default, findPawn->Ai Controller Classand 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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