~/talk

Hero AI – Gameplay Abilities Meet Behavior Trees

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slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:36What is A Year Of Rain?
  3. 1:17Objectives
  4. 3:42What are Gameplay Abilities?
  5. 8:35What are Behavior Trees?
  6. 10:55RTSOrder
  7. 14:24Gameplay Tags In A Year Of Rain
  8. 18:56Stop Order
  9. 22:31Attack Order
  10. 25:54Use Ability Order
  11. 28:30Auto Orders
  12. 30:09Flame Of Life
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