unreal-behavior-trees Checked
Installation
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Install the "unreal-behavior-trees" skill by following the instructions at https://skill123.me/install/unreal-behavior-trees.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/unreal-behavior-trees.sh | bash
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⬇ Download v1.0.0 · 5 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
Unreal Behavior Trees
Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the
tree with composites, gate branches with decorators, keep state current with services, and run
it from an AIController. Targets **UE 5.8**.
Documentation
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
Unreal Behavior Trees
Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the
tree with composites, gate branches with decorators, keep state current with services, and run
it from an AIController. Targets **UE 5.8**.
When to use
- Use when building enemy/NPC AI: creating a
BT_/BB_asset pair, structuring
Selector/Sequence branches, adding decorators (conditions) and services (periodic updates),
writing custom BTTask/BTService nodes, or wiring an AIController to run the tree.
- Use when the project has Behavior Tree (
BT_) and Blackboard (BB_) assets and an
AAIController.
**When *not* to use:** the *concept* of AI (FSM vs BT vs steering, cross-engine) →
game-ai. Pure navigation/pathing math is engine navmesh (BT's MoveTo uses it). Simple
one-off logic may be cheaper as a small state machine than a full tree.
**Behavior Tree or StateTree?** UE 5.8 ships both, and Behavior Trees are not deprecated.
StateTree is Epic's general-purpose hierarchical state machine: it combines BT-style
selection with explicit States and Transitions. If the project already uses StateTree
assets, or the AI is naturally a set of modes with clear transitions (patrol → alert →
combat), check with the user before adding a Behavior Tree next to it. Keep using Behavior
Trees where the project already has BT_/BB_ assets.
Core workflow
View full documentation
1. **Create the pair:** a Blackboard (BB_) holds typed keys (the AI's memory: TargetActor,
LastKnownLocation, bIsInvestigating); a Behavior Tree (BT_) references that Blackboard.
2. **Possess and run.** An AAIController possesses the pawn and calls RunBehaviorTree(BT),
which also initializes the referenced Blackboard.
3. **Structure with composites.** **Selector** runs children left→right until one *succeeds*
(priority/fallback: "attack, else chase, else patrol"). **Sequence** runs children until one
*fails* (do-all: "move to cover → reload → peek"). **Simple Parallel** runs one main task
alongside a secondary.
4. **Gate branches with Decorators** that read Blackboard keys (e.g. "Has Target?" guards the
combat branch). Set **Observer Aborts** so the tree re-evaluates when the key changes.
5. **Keep the Blackboard current with Services** attached to a branch — they tick periodically
(e.g. update TargetActor via a sight check) only while that branch is active.
6. **Do work in Tasks**, which return Succeeded, Failed, or InProgress (latent tasks like
MoveTo finish later).
7. **Verify** with the Behavior Tree debugger during PIE — it highlights the running node and
shows live Blackboard values, so you see exactly which branch executes.
Patterns
### 1. AIController that runs the tree (C++)
void AEnemyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (BehaviorTree) // UPROPERTY(EditAnywhere) TObjectPtr<UBehaviorTree>
RunBehaviorTree(BehaviorTree); // initializes & uses the Blackboard the BT references
}
### 2. A priority tree (node structure)
ROOT
└── Selector (try combat, else investigate, else patrol)
├── Sequence [Decorator: Blackboard 'TargetActor' Is Set, Observer Aborts: Both]
│ ├── Task: MoveTo (TargetActor) // latent: returns InProgress then Succeeded
│ └── Task: Attack
├── Sequence [Decorator: 'LastKnownLocation' Is Set]
│ ├── Task: MoveTo (LastKnownLocation)
│ └── Task: Wait (3s) + clear key
└── Task: Patrol (BTTask_FindPatrolPoint -> MoveTo)
Observer Aborts: Both makes the combat branch interrupt patrol the instant TargetActor is
set, and bail out when it's cleared — this is what makes the AI feel reactive.
### 3. Updating the Blackboard from code (e.g. on seeing the player)
void AEnemyAIController::SetTarget(AActor* Target)
{
if (UBlackboardComponent* BB = GetBlackboardComponent())
BB->SetValueAsObject(TEXT("TargetActor"), Target); // key name must match the BB asset
}
// Clear with BB->ClearValue(TEXT("TargetActor")); to drop back to a lower-priority branch.
Pitfalls
- **AI never starts** — the pawn isn't possessed (set the Pawn's *Auto Possess AI* to "Placed
in World or Spawned" and assign the AIController), or RunBehaviorTree was never called.
- **
MoveToinstantly fails** — no NavMesh in the level (add a Nav Mesh Bounds Volume), or the
target is off the navmesh.
- **Branch doesn't react to changes** — the gating Decorator's **Observer Aborts** is set to
None; set it to Self/Lower Priority/Both so the tree re-evaluates when the key changes.
- **A task hangs the tree** — a custom task returned
InProgressand never calls
FinishLatentTask. Always complete latent tasks.
- **Blackboard key typos** —
SetValueAsObject("Taget", ...)silently does nothing; match the
key name and type exactly, or use a cached FBlackboardKeySelector.
- **Sequence vs Selector confusion** — Sequence = AND (stops on first failure); Selector = OR
(stops on first success). Swapping them inverts the behaviour.
References
- For a **custom C++
UBTTaskNode** (instant and latentExecuteTaskreturningEBTNodeResult,
with a FBlackboardKeySelector), read references/custom-bttask.md.
- Primary docs: "Behavior Trees in Unreal Engine"
(https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine).
Related skills
game-ai— engine-agnostic AI design (FSM, BT, steering, pathfinding choices).unreal-cpp-gameplay— the AIController and pawn classes in C++.fps-shooter/tower-defense— genres that compose enemy AI.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
