--- 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. ## 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 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. - **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`, with 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.