| 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.
|
| license | Apache-2.0 |
| compatibility | Unreal Engine 5.4+ (AIModule; Behavior Tree + Blackboard; NavMesh for movement) |
| metadata | {"engine":"unreal","category":"unreal","difficulty":"advanced"} |
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 5.4+.
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
- Create the pair: a Blackboard (
BB_) holds typed keys (the AI's memory: TargetActor,
LastKnownLocation, bIsInvestigating); a Behavior Tree (BT_) references that Blackboard.
- Possess and run. An
AAIController possesses the pawn and calls RunBehaviorTree(BT),
which also initializes the referenced Blackboard.
- 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.
- 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.
- 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.
- Do work in Tasks, which return
Succeeded, Failed, or InProgress (latent tasks like
MoveTo finish later).
- 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)
RunBehaviorTree(BehaviorTree);
}
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);
}
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.