GOAPFramework
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C++ General Purpose Goal Oriented Action Planning framework for Unreal Engine
GOAPFramework
GOAPFramework is an experimental framework that allows developers to experience some features of the GOAP way to build AI under the Unreal Engine Editor.
Prerequisites
Before you begin, ensure you have met the following requirements:
- You have installed the 4.20 version of Unreal Engine
- You have some experience with C++
- You have read the documentation website that walks you through some really important aspects about the project
Installing/Getting things ready to work
Follow these steps:
Windows:
Right click the ".uproject" file under the project folder and select the option "Generate Visual Studio project files".
Once the work is done (a minute or two) you can launch the ".sln" file (the one with the Visual Studio logo).
You'll notice that the VS will be all over the place parsing tens of thousands of files, everything is fine, you can open the Unreal Editor while VS get the things done.
The core source files are under the very suggestive "Core" folder, just for the record, be very cautious about what you do down there.
Using GOAPFramework
To use the features of the framework, at the actual level of development, You need to follow some rules:
Character definition AIController link Behavior Trees & Blackboards operations and connections must be bound
- If you want a logger, use StyxLog (built to save your time)
Contributing to GOAPFramework
I'll make a short guide about contributions, but for now see the GitHub documentation on creating a pull request.
Contact
If you want to contact me you can reach me at [email protected].
License
This project uses the following license: GNU General Public License v2.0.