Hero AI – Gameplay Abilities Meet Behavior Trees
summary
Combines Unreal’s Gameplay Ability System with per-order Behavior Trees and a blackboard-driven three-step order process so heroes auto-prioritize, validate and execute abilities; single shared Behavior Tree handles all ability orders while individual orders keep separate trees for isolation. Uses Gameplay Tags for source/target validation, acquisition radii and distance/health scoring (cleric Heal uses inverse health percent), supports group execution “most suitable unit,” and ships as open source production code; demo shows clerics auto-casting Flame of Life successfully.
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chapters (12)
- 0:00Intro
- 0:36What is A Year Of Rain?
- 1:17Objectives
- 3:42What are Gameplay Abilities?
- 8:35What are Behavior Trees?
- 10:55RTSOrder
- 14:24Gameplay Tags In A Year Of Rain
- 18:56Stop Order
- 22:31Attack Order
- 25:54Use Ability Order
- 28:30Auto Orders
- 30:09Flame Of Life
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