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Generic Activity Framework

Generic backbone framework for hierarchical activity ownership, processing and result handling

Use case
Gameplay • Project boilerplate
Module specifications
Runtime • Default Loading Phase
Editor • Default Loading Phase

Modules
Generic Activity Runtime
Generic Activity Editor
Dependencies
4+

Plugin overview

Branch main

The Generic Activity Framework is a collection of interlinked boilerplate C++ classes that set the stage for scalable hierarchical activity processing using GameplayTags.

The framework primarily wants to:

Scaffold other, more opinionated systems that also agree with this world-crowd-agent style hierarchical activity execution approach.

Maintain a rich degree of possible static usage contexts while not being overly generic.

Provide channels of extensibility with something ubyte.dev calls GameplayConcepts.

Beginning/ending activities

In short, there are 3 main interfaces: IGenericAgentActivityWorker, IGenericCrowdActivityWorker and IGenericWorldActivityWorker. Each of them are able to begin activities, which are expressed as GameplayTags.

From this framework’s perspective, only the following is known:

IGenericAgentActivityWorker runs a FAgentActivity one at the time (non-virtual). The actual implementation of the activity itself is delegated to a pure virtual impl method.

The framework does not preconceive what these activities actually mean. For example, IGenericAgentActivityWorker only knows and manages the beginning/ending of an FAgentActivity without further inclinations.

Likewise, IGenericCrowdActivityWorker can only run a FCrowdActivity, and IGenericWorldActivityworker only a FWorldActivity. 

/** Backbone for all FAgentActivity workers */
class GENERICACTIVITYRUNTIME_API IGenericAgentActivityWorker
{
	GENERATED_BODY()
...
public:
	/** Process a new AgentActivity */
	void BeginAgentActivity(const FAgentActivity& InAgentActivity);

	/** Immediately stop the current AgentActivity */
	void EndAgentActivityImmediately();
...
private:
	/** Implementation body of BeginAgentActivity */
	virtual void BeginAgentActivityImpl(const FAgentActivity& InAgentActivity) = 0;
...
};

Cognition tags

Each activity worker has methods for keeping their own Scoped/Persistent Cognition tags, which are GameplayTags mapped to a specific base category. They may encapsulates anything from knowledge, reasoning, to memory.

Scoped Cognition tags are automatically removed when the current activity ends.
Persistent Cognition tags remain unless manually removed.

ubyte.dev endorses creating GameplayConcepts extending Cognition that:

Explicitly specify which problem they solve. Example: WorkerStrategyGameplayConcept (included by default) introduces a filtered variant of Cognition called Strategy. The concept mandates that these always dynamically influence the underlying implementation of an activity.

Explicitly manage their blueprint exposure. Example: WorkerStrategyGameplayConcept introduces BlueprintCallable methods for adding/removing Strategy tags.

Blueprints should never be able to add/remove unencapsulated cognition tags. It's only permitted through blueprint-exposed concepts that extend cognition (e.g. Strategy).



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