unreal-behavior-trees — Claude Code skill
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards. Use it for enemy logic, patrols, reactive branches, and custom BT nodes.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a claude-codeWhat unreal-behavior-trees does
This skill lays out an NPC AI workflow for Unreal Engine 5.8. A Blackboard stores keys such as TargetActor and LastKnownLocation; a Behavior Tree defines decisions; and an AAIController starts the tree with RunBehaviorTree(BT). Branches use Selector, Sequence, and Simple Parallel composites.
Decorators gate branches from Blackboard values, Services refresh state while a branch is active, and Tasks return Succeeded, Failed, or InProgress. The skill also covers C++ BTTask nodes, Blackboard updates from the controller, and the Behavior Tree debugger in PIE, which shows the running node and live key values.
You need Unreal Engine 5.8, BT_/BB_ assets, and an AAIController. MoveTo fails when the target is off the Nav Mesh or the level lacks a Nav Mesh Bounds Volume. A latent task that never calls FinishLatentTask will keep the tree waiting. Projects already using StateTree should be checked before adding a parallel Behavior Tree setup.
What it helps with
- build a
BT_andBB_asset pair for an NPC - organize attack, investigate, and patrol branches
- wire a Blackboard to an
AAIController - write a custom
BTTaskorBTServicenode - debug a failing
MoveToor stuck latent task
Example prompts for the agent
- Build an enemy Behavior Tree with priority branches for
TargetActor,LastKnownLocation, and patrol. - Write a C++
BTTaskthat moves toTargetActorand completes its latent execution correctly. - Debug why
MoveTofails immediately and check the Nav Mesh, Blackboard key, and controller setup.
How to install unreal-behavior-trees
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a claude-code2Manually: put the files in place
~/.claude/skills/unreal-behavior-trees/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unreal-behavior-trees/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a codex2Manually: put the files in place
.agents/skills/unreal-behavior-trees/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a cursor2Manually: put the files in place
.cursor/skills/unreal-behavior-trees/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unreal-behavior-trees2Manually: put the files in place
.github/skills/unreal-behavior-trees/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unreal/unreal-behavior-treesManually: put the files in place
.devin/skills/unreal-behavior-trees/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about unreal-behavior-trees
How do I install unreal-behavior-trees in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees -a claude-code, run the same command again, and check ~/.claude/skills/unreal-behavior-trees/SKILL.md.
What does unreal-behavior-trees do?
It guides NPC AI work in Unreal Engine 5.8 with Behavior Trees and Blackboards. It covers Selector and Sequence branches, Decorators, Services, Tasks, and starting the tree from an AAIController.
Why does a Behavior Tree ignore Blackboard changes?
Check the Decorator's Observer Aborts setting. With None, the tree does not re-evaluate the branch after a key changes; use Self, Lower Priority, or Both according to the intended behavior.
Source text
SKILL.md · Apache-2.0
---
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++)
```cpp
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)
```text
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)
```cpp
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`.
- 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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills