# Gameplay Modules

Use this section when you are composing Flow Core's higher-level gameplay systems instead of only building single chains.

Gameplay module pages explain how Flow, FSM, BT, Stack, GOAP, Flow Character, and Flow Interaction fit into real gameplay designs.

## Start With

| If you want to...                                 | Read                                                                                                                                                                         |
| ------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Decide which module should own a behavior         | [Flow, FSM, and BT Patterns](/flow-core-docs/documentation/gameplay-modules/flow-fsm-bt-patterns.md)                                                                         |
| Build AI decision trees                           | [Behavior Tree Authoring](/flow-core-docs/documentation/gameplay-modules/behavior-tree-authoring.md)                                                                         |
| Layer modal gameplay or UI states                 | [Stack Root and Stack Layer](/flow-core-docs/documentation/gameplay-modules/stack-root-and-layer.md)                                                                         |
| Build goal-driven actions                         | [GOAP Authoring](/flow-core-docs/documentation/gameplay-modules/goap-authoring.md)                                                                                           |
| Connect characters or interactions to graph logic | [Flow Character](/flow-core-docs/documentation/gameplay-modules/flow-character.md) or [Flow Interaction](/flow-core-docs/documentation/gameplay-modules/flow-interaction.md) |

## Pages

* [Behavior Tree Authoring](/flow-core-docs/documentation/gameplay-modules/behavior-tree-authoring.md): Build BT branches inside Flow Graphs and route Success/Failure results.
* [BT Cookbook](/flow-core-docs/documentation/gameplay-modules/bt-cookbook.md): Apply common BT patterns such as priorities, ordered actions, decorators, services, and Flow handoff.
* [Flow, FSM, and BT Patterns](/flow-core-docs/documentation/gameplay-modules/flow-fsm-bt-patterns.md): Choose ownership boundaries between orchestration, mode/state, and priority decisions.
* [Stack Root and Stack Layer](/flow-core-docs/documentation/gameplay-modules/stack-root-and-layer.md): Author stack-based layers for UI, gameplay modes, input contexts, and overlays.
* [GOAP Authoring](/flow-core-docs/documentation/gameplay-modules/goap-authoring.md): Set up goals, facts, actions, costs, and planner-facing data.
* [GOAP Cookbook](/flow-core-docs/documentation/gameplay-modules/goap-cookbook.md): Use common GOAP patterns for forced goals, replanning, cost tuning, and failure handling.
* [Flow Character](/flow-core-docs/documentation/gameplay-modules/flow-character.md): Connect movement, animation states, gestures, markers, and graph logic.
* [Flow Interaction](/flow-core-docs/documentation/gameplay-modules/flow-interaction.md): Author actor-target interaction flows for doors, pickups, NPCs, devices, and similar objects.


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