ai-and-navigation

Installation
SKILL.md

AI & navigation

Unreal AI = an AIController possessing a pawn, deciding what to do (usually via a Behavior Tree reading a Blackboard), moving via the navigation system (NavMesh pathfinding), optionally sensing the world with AI Perception, and querying it with EQS. StateTree offers a modern alternative or complement to Behavior Trees.

When to use this skill

  • Enemy/NPC behavior: patrol, chase, attack, flee, investigate.
  • Moving an AI to a location or actor with real pathfinding.
  • Decision logic and working memory (Behavior Tree + Blackboard).
  • Finding good positions — cover, flanking, best attack point — via EQS.
  • Sensing the player (sight, hearing, damage) and reacting to stimuli.
  • Replacing or complementing Behavior Trees with StateTree for hierarchical state machines.

System map

Installs
16
GitHub Stars
77
First Seen
Jun 26, 2026