In Common GAS, you can choose to either use StateTree
or 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 but if you're using StateTree
, we dont provided any decorators and tasks as i havent battle tested StateTree enough but in the future, maybe i will provided some so you can still build your ai logic with StatetTree
In this example, im going to show you the basic setup to get you going.
Setup
-
By Default, CommonGAS already enabled
AIModule
,StateTree
andGameplayStateTree
if you're planning to use that plugin and added them as dependecies. -
For any AI-controlled characters, they need to inherit from
CommonModularPawn
andCommonAIPawnWithStateTree
if you're planning to use StateTree
- Next, you need to make an
AIController
inherit fromCommonModularAIController
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: