Version 1.1
Changes since 1.0. There are no new command, squad, formation, or tactical-assignment gameplay entries. Settings were renamed, plugin config loads under the plugin name, and the code adapts to Unreal Engine 5.8. The upgrade is low risk. C++ that still names the old settings class, or editor tools that adopted the published 1.0 wider function signature, will fail to compile.
Changed
- Project settings use the same Developer Settings name as the other Generic plugins.
UGAIS_Settingsis nowUGAIS_DeveloperSettings. The menu shows Generic AI System Developer Settings; BlueprintGet()shows Get GAIS Developer Settings. Field responsibilities are unchanged. - Plugin config loads under the plugin name.
Config/BaseGenericAISystem.iniis nowDefaultGenericAISystem.ini, with a ClassRedirect for the old type. Hosts that copiedBase*.inimust confirm the new file loads. - Tactical Assignment Plan assets register through UE 5.8 Asset Definition. The Content Browser category and creatable types are unchanged. Existing assets do not need to be rebuilt.
- StateTree Queue and Visual Logger compile against UE 5.8. Queue gameplay semantics are unchanged.
Upgrade Notes
Additive, low risk. Update the C++ settings type, the ini path, and editor tools that followed the published 1.0 signature. Blueprints and DefaultGame.ini can usually use the ClassRedirect. Leaving the old C++ class name fails to compile.
- In C++, change
UGAIS_Settings/GAIS_Settings.htoUGAIS_DeveloperSettings/GAIS_DeveloperSettings.h. - If the host project copied
BaseGenericAISystem.ini, confirm it now loadsDefaultGenericAISystem.ini. - The Blueprint Get node category is still
GAIS|Settings, but the display name changed. Reopen affected Blueprints and confirm the node still resolves. - Existing Tactical Assignment Plan assets do not need to be rebuilt.
- Published 1.0 widened
FindDefaultComponentByClasstoUObject; 1.1 still usesAActor. Editor tools that adopted theUObjectsignature need to switch back. That widening did not land in 1.1; do not keep depending on it.