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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

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SKILL.md

unreal-behavior-trees.SKILL.md
name: unreal-behavior-trees
description: >
  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

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.

  • **`MoveTo` instantly 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 `InProgress` and never calls

`FinishLatentTask`. Always complete latent tasks.

  • **AI behaves strangely only when several NPCs share a tree** — a custom task stores run state

in member variables. Task nodes are shared by every AI using the asset unless instanced; keep per-AI state in node memory (see the reference).

  • **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 latent `ExecuteTask` returning `EBTNodeResult`,

per-AI node memory, `AbortTask`, and a `FBlackboardKeySelector`), read `references/custom-bttask.md`.

  • Pr
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