ue-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.