Overview
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Explore how Daedalic Entertainment combined Gameplay Abilities with Behavior Trees in Unreal Engine to create intelligent hero AI for their game "A Year Of Rain" in this 35-minute Unreal Fest Europe 2019 talk. Discover the process of building powerful abilities for various game types using the Gameplay Ability System. Learn how the integration of Behavior Trees allows heroes to automatically prioritize, target, and use abilities on both allies and enemies. Gain insights into the implementation of RTS orders, Gameplay Tags, and specific ability orders such as Stop, Attack, and Use Ability. Understand the concept of Auto Orders and how they enhance AI decision-making in the game.
Syllabus
Intro
What is A Year Of Rain?
Objectives
What are Gameplay Abilities?
What are Behavior Trees?
RTSOrder
Gameplay Tags In A Year Of Rain
Stop Order
Attack Order
Use Ability Order
Auto Orders
Flame Of Life
Taught by
Unreal Engine