In this episode of the Smart AAA-Style AI series, we level up the Interaction System by integrating it with Unreal Engine’s Gameplay Ability System (GAS). The goal? To make interactions modular, reusable, and extendable for both players, AI, and NPCs without rewriting code every time.
You’ll learn how to:
🔄 Connect Interaction System with GAS for modularity
👥 Allow AI and NPCs to use the same interactions as players
🧩 Build reusable Ability for interactions (open door, push, sit, pick item, etc.)
⚙️ Share logic across multiple character types
🎮 Scale interaction behavior for complex AI-driven systems
This approach mirrors AAA games like Assassin’s Creed and Resident Evil 4, where companions and NPCs share the same underlying systems as the player. By the end, you’ll have a clean and future-proof design ready for multiplayer, co-op, and AI companions.
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👉 Don’t miss it! Watch till the end to see the final result in full action!
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👉 Master Unreal Series - • How to make your first game in Unreal engi...
👉 Master Level Design Series - • Master Level Design with Blender & Unreal
Chapters
0:00 – Introduction / Message
0:15 – Problem #1: Interactable trace start and end points
1:15 – Problem #2: Why you shouldn’t place trace logic in actor components
2:55 – Problem #3: Avoid calling the Player’s Tag Manager from other actors
4:15 – Problem #4: AI and the lack of input actions
5:55 – Dev Tip: The downside of directly accessing player components
7:20 – A closer look at the Interact Gameplay Ability
8:08 – Why use Gameplay Events instead of Event Dispatchers
9:40 – Problem #5: Interacting with items at varying heights
11:30 – Creating a Trace Interactable function with a Blueprint Interface
13:35 – Implementing trace logic in the Player class
15:15 – Adding the Gameplay Ability System (GAS) for both AI and Player
17:15 – Processing hit results inside the Interaction Manager
20:00 – Preview: Interaction Trace in action
20:20 – Correcting a mistake from the previous episode
20:50 – Implementing interaction events for both AI and Player
23:45 – Adding the Ability System to the Tag Manager actor component
29:24 – Preview: Ability System integration
29:55 – Fixing another mistake from the previous episode
30:37 – Tags Preview: Ability System integration
32:00 – Code optimization
33:20 – Calling Trace Interactables within a Gameplay Ability
36:30 – Decoupling the Tag Manager
37:30 – Using GAS and Interfaces to abort ongoing interactions for AI and Player
52:25 – Final Preview