unreal-behavior-trees
Installation
SKILL.md
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 5.4+.
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 customBTTask/BTServicenodes, or wiring an AIController to run the tree. - Use when the project has Behavior Tree (
BT_) and Blackboard (BB_) assets and anAAIController.
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.