| name | ai-and-navigation |
| description | Build AI in Unreal — AIController-driven pawns, Behavior Trees and Blackboards (tasks, decorators, services), the navigation system and NavMesh (MoveTo pathfinding, NavMeshBoundsVolume, NavAreas, avoidance), the Environment Query System (EQS generators, tests, C++ FEnvQueryRequest), AI Perception (sight/hearing/damage senses, ConfigureSense, OnTargetPerceptionUpdated), and StateTree (UStateTreeAIComponent). Use when creating enemy/NPC behavior, pathfinding/movement to targets, decision-making logic, environment queries for cover/flanking/positions, sensing the player, or replacing Behavior Trees with StateTree. |
| metadata | {"engine-version":"5.7","category":"systems"} |
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.
System map
| System | Key types | Module / Plugin |
|---|
| AI controller | AAIController, UBrainComponent | AIModule |
| Behavior Tree | UBehaviorTree, UBTTaskNode, UBTDecorator, UBTService | AIModule |
| Blackboard | UBlackboardComponent, UBlackboardData | AIModule |
| Navigation | UNavigationSystemV1, ARecastNavMesh, ANavMeshBoundsVolume | NavigationSystem |
| Path following | UPathFollowingComponent | AIModule |
| EQS | UEnvQueryManager, FEnvQueryRequest, UEnvQuery | AIModule |
| AI Perception | UAIPerceptionComponent, UAISenseConfig_Sight/Hearing/Damage | AIModule |
| StateTree (AI) | UStateTreeAIComponent, UStateTree | GameplayStateTree plugin |
Build dependencies: add "AIModule" and "NavigationSystem" to PublicDependencyModuleNames
in your .Build.cs. For StateTree add "GameplayStateTree" and "StateTreeModule".
AIController + possession
UCLASS()
class MYGAME_API AMyAIController : public AAIController
{
GENERATED_BODY()
public:
virtual void OnPossess(APawn* InPawn) override;
protected:
UPROPERTY(EditDefaultsOnly, Category="AI")
TObjectPtr<UBehaviorTree> BehaviorTree;
};
void AMyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (BehaviorTree)
RunBehaviorTree(BehaviorTree);
}
On the pawn (or its Blueprint):
AIControllerClass = AMyAIController::StaticClass()
AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned
RunBehaviorTree is declared at AIController.h:261. It also sets
bStartAILogicOnPossess (line 101) which auto-starts the BT when possessed.
In server-only AI, the controller only exists on the server; guard client-side calls.
Behavior Trees & Blackboard
The Blackboard (UBlackboardData asset + UBlackboardComponent runtime) is the AI's
working memory — typed key/value pairs (Object, Vector, Bool, Float, Int, Name, Enum).
if (UBlackboardComponent* BB = GetBlackboardComponent())
{
BB->SetValueAsObject(TEXT("TargetActor"), Player);
BB->SetValueAsBool(TEXT("bCanSeePlayer"), true);
BB->SetValueAsVector(TEXT("LastKnownLocation"), Loc);
}
Tree structure:
- Composites —
Selector (try children left to right, succeed on first success) /
Sequence (run all children; fail on first failure) / SimpleParallel.
- Tasks (
UBTTaskNode) — leaf nodes that do work (ExecuteTask → return
EBTNodeResult::Succeeded/Failed/InProgress; call FinishLatentTask for async).
- Decorators (
UBTDecorator) — conditions attached to a node or branch; override
CalculateRawConditionValue; can abort running branches via FlowAbortMode.
- Services (
UBTService) — tick periodically while their branch is active; use
TickNode to poll and update the Blackboard (e.g. refresh TargetActor).
Custom task pattern:
UCLASS()
class UBTTask_FindCover : public UBTTaskNode
{
GENERATED_BODY()
virtual EBTNodeResult::Type ExecuteTask(
UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};
EBTNodeResult::Type UBTTask_FindCover::ExecuteTask(
UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
return EBTNodeResult::Succeeded;
}
See references/behavior-tree-deep-dive.md for the
full instancing model, node memory, composite abort modes, and service intervals.
Navigation & movement
MoveToActor(TargetActor, 50.f);
MoveToLocation(Destination, 50.f);
virtual void OnMoveCompleted(FAIRequestID RequestID,
const FPathFollowingResult& Result) override;
ReceiveMoveCompleted.AddDynamic(this, &AMyCtrl::OnMoveDone);
Setup checklist:
- Place a
NavMeshBoundsVolume in the level — the ARecastNavMesh is auto-created inside it.
- Press
P in the viewport to visualize coverage. Rebuild nav if geometry changed.
- The pawn needs a
UCharacterMovementComponent (or equivalent); the nav system computes
the path, the movement component follows it via UPathFollowingComponent.
Modifying the mesh: UNavArea subclasses set traversal cost; UNavModifierComponent /
ANavModifierVolume apply areas at runtime. Two avoidance methods: RVO (Reciprocal
Velocity Obstacles, lightweight, per-agent) and Detour Crowd (UDetourCrowdAIController,
shared path following with group-aware steering).
For open worlds with World Partition, use Navigation Invokers (UNavigationInvokerComponent)
so the nav mesh generates only around agents rather than over the whole level.
See references/navigation-deep-dive.md for nav areas,
query filters, avoidance, nav links, and World Partition nav.
EQS (Environment Query System)
EQS runs a query (generators + tests) to score and rank candidate locations or actors,
then returns the best match. Common uses: "best cover from player", "nearest flanking
position", "closest visible health pickup".
Run from C++:
FEnvQueryRequest Request(CoverQuery, this);
Request.Execute(EEnvQueryRunMode::SingleResult, this,
&AMyAIController::OnCoverQueryFinished);
void AMyAIController::OnCoverQueryFinished(
TSharedPtr<FEnvQueryResult> Result)
{
if (Result.IsValid() && Result->IsSuccessful())
{
FVector BestLoc = Result->GetItemAsLocation(0);
if (UBlackboardComponent* BB = GetBlackboardComponent())
BB->SetValueAsVector(TEXT("MoveToLocation"), BestLoc);
}
}
FQueryFinishedSignature is declared in EnvQueryManager.h. Enable EQS in Project Settings
→ AI → Enable EQS. The EQS Testing Pawn (AEQSTestingPawn) lets you visualize query results
in the editor viewport without running the game.
See references/eqs-deep-dive.md for generators, tests, custom
contexts, and the instanced C++ query pattern.
AI Perception
UAIPerceptionComponent (on the AIController) acts as a stimuli listener. Add sense configs
in the constructor:
PerceptionComp = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComp"));
auto SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
SightConfig->SightRadius = 2000.f;
SightConfig->LoseSightRadius = 2500.f;
SightConfig->PeripheralVisionAngleDegrees = 60.f;
SightConfig->DetectionByAffiliation.bDetectEnemies = true;
SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
PerceptionComp->ConfigureSense(*SightConfig);
PerceptionComp->SetDominantSense(SightConfig->GetSenseImplementation());
Bind the update delegate in BeginPlay:
PerceptionComp->OnTargetPerceptionUpdated.AddDynamic(
this, &AMyAIController::OnTargetPerceptionUpdated);
void AMyAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
{
if (UBlackboardComponent* BB = GetBlackboardComponent())
{
BB->SetValueAsBool(TEXT("bCanSeePlayer"),
Stimulus.WasSuccessfullySensed());
if (Stimulus.WasSuccessfullySensed())
BB->SetValueAsObject(TEXT("TargetActor"), Actor);
}
}
For targets to be perceivable, add UAIPerceptionStimuliSourceComponent to them and
register the relevant senses. Affiliations (enemy/neutral/friendly) are set via
IGenericTeamAgentInterface — Blueprint-only projects detect neutrals then filter by tag.
See references/perception-and-statetree.md for
all senses, forget behavior, UAIPerceptionStimuliSourceComponent, and debugging.
StateTree (modern alternative to Behavior Trees)
StateTree (Plugins/Runtime/StateTree, Plugins/Runtime/GameplayStateTree) is a
hierarchical state machine that combines BT-style selectors with explicit state transitions.
It is the current direction for new Epic AI work (used in Lyra, City Sample).
For AI use, add UStateTreeAIComponent (subclass of UStateTreeComponent) to the
AIController instead of RunBehaviorTree:
StateTreeComp = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT("StateTreeComp"));
UStateTreeAIComponent is declared in
Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponent.h
and derives from
UBrainComponent, so StartLogic/StopLogic/RestartLogic work the same way as with
UBehaviorTreeComponent.
StateTree tasks are C++ structs (not UObjects) implementing FStateTreeTaskBase — lighter
weight and data-oriented. State data lives in typed instance structs. For Behavior Tree
projects, StateTree can be adopted incrementally — the two systems coexist.
See references/perception-and-statetree.md for
StateTree C++ task authoring, schema setup, and the BT-vs-StateTree decision guide.
Gotchas
- No
NavMeshBoundsVolume or unbuilt navmesh — MoveTo fails silently; check nav
coverage with P in the editor, rebuild if geometry changed post-load.
AutoPossessAI not set — the controller never possesses; no brain runs.
- Pawn without a movement component — the path is computed but the pawn cannot follow it.
RunBehaviorTree called before a valid UBlackboardData is set on the tree asset —
the BT initializes but blackboard keys resolve to defaults silently.
- Custom BT task not instanced, modifying
this in ExecuteTask — non-instanced nodes
are shared across all AI using the same tree; store runtime state in NodeMemory only
(or mark the node UCLASS(meta=(DisplayName="..."), Blueprintable) with instancing).
- Binding
OnPerceptionUpdated vs OnTargetPerceptionUpdated — the former delivers an
array of all updated actors each tick; the latter fires per actor per stimulus. Prefer the
latter for precise reaction logic.
- EQS not enabled in Project Settings — queries silently produce no results.
- Using tick-polling instead of perception events — costly and less reliable; always
respond to
OnTargetPerceptionUpdated.
- Hardcoding positions instead of EQS — brittle; EQS respects nav mesh reachability.
- Forgetting
ReceiveMoveCompleted — if you call StopMovement before checking the
result, the delegate fires immediately with EPathFollowingResult::Aborted.
Version notes
- StateTree is available since UE 5.1 (early), production-stable in UE 5.3+. Use
UStateTreeAIComponent (UE 5.4+) for AI-controller-hosted trees. Prior to 5.4 use
UStateTreeComponent directly.
FEnvQueryRequest::Execute template API is stable across UE5. The older
UEnvQueryManager::RunQuery overloads also exist and behave the same.
OnTargetPerceptionInfoUpdated (delivers FActorPerceptionUpdateInfo) was added in UE 5.1
as a richer alternative to OnTargetPerceptionUpdated.
References & source material
Engine source (UE 5.7, under Engine/Source/Runtime/):
AIModule/Classes/AIController.h — AAIController:90, MoveToActor:171,
MoveToLocation:186, OnMoveCompleted:229, ReceiveMoveCompleted:239,
RunBehaviorTree:261, OnPossess:346, GetBlackboardComponent:446.
AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h — UBehaviorTreeComponent:104,
StartTree:137, StopTree:140, RestartTree:146.
AIModule/Classes/BehaviorTree/BTTaskNode.h — UBTTaskNode:33, ExecuteTask:40,
AbortTask:48, FinishLatentTask:80.
AIModule/Classes/BehaviorTree/BTDecorator.h — UBTDecorator:37,
CalculateRawConditionValue:121, FlowAbortMode:98.
AIModule/Classes/BehaviorTree/BTService.h — UBTService:34, Interval:52.
AIModule/Classes/BehaviorTree/BlackboardComponent.h — UBlackboardComponent:42,
SetValueAsObject:133, SetValueAsBool:148, SetValueAsVector:157,
GetValueAsObject:103, RegisterObserver:73.
AIModule/Classes/EnvironmentQuery/EnvQueryManager.h — FEnvQueryRequest:70,
FEnvQueryRequest::Execute:97, UEnvQueryManager:207, RunQuery:223,
RunInstantQuery:238, RunEQSQuery (static):279.
AIModule/Classes/Perception/AIPerceptionComponent.h — UAIPerceptionComponent:208,
SensesConfig:219, ConfigureSense:319, ForgetAll:346,
GetCurrentlyPerceivedActors:372, OnPerceptionUpdated:396,
OnTargetPerceptionUpdated:423.
AIModule/Classes/Perception/AISenseConfig_Sight.h — UAISenseConfig_Sight:18,
SightRadius:28, LoseSightRadius:32, PeripheralVisionAngleDegrees:36.
AIModule/Classes/Navigation/PathFollowingComponent.h — UPathFollowingComponent:216,
RequestMove:248.
NavigationSystem/Public/NavigationSystem.h — UNavigationSystemV1:295,
GetNavigationSystem:488, FindPathToLocationSynchronously:521,
FindPathToActorSynchronously:527.
NavigationSystem/Public/NavMesh/RecastNavMesh.h — ARecastNavMesh:573.
Plugins (UE 5.7, under Engine/Plugins/Runtime/):
StateTree/Source/StateTreeModule/Public/StateTree.h — UStateTree asset.
GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponent.h
— UStateTreeAIComponent:15.
GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeComponent.h
— UStateTreeComponent:39, StartLogic:54, StopLogic:56.
Official docs (UE 5.7):
Deep-dive references in this skill:
- references/behavior-tree-deep-dive.md — BT
composites, node instancing model, task memory, decorator abort modes, service intervals.
- references/navigation-deep-dive.md — nav areas,
query filters, avoidance (RVO/Detour Crowd), nav links, NavInvokers, World Partition nav.
- references/eqs-deep-dive.md — generators, tests, contexts,
run modes, C++ query pattern, EQS Testing Pawn.
- references/perception-and-statetree.md — all
senses, forget behavior, stimuli source, StateTree task authoring, BT vs StateTree guide.
Related skills: character-and-movement, gameplay-tags, gameplay-framework.