> (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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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+.
BT_/BB_ asset pair, structuringSelector/Sequence branches, adding decorators (conditions) and services (periodic updates),
writing custom BTTask/BTService nodes, or wiring an AIController to run the tree.
BT_) and Blackboard (BB_) assets and anAAIController.
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.
BB_) holds typed keys (the AI's memory: TargetActor,LastKnownLocation, bIsInvestigating); a Behavior Tree (BT_) references that Blackboard.
AAIController possesses the pawn and calls RunBehaviorTree(BT),which also initializes the referenced Blackboard.
(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.
combat branch). Set Observer Aborts so the tree re-evaluates when the key changes.
(e.g. update TargetActor via a sight check) only while that branch is active.
Succeeded, Failed, or InProgress (latent tasks likeMoveTo finish later).
shows live Blackboard values, so you see exactly which branch executes.
void AEnemyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (BehaviorTree) // UPROPERTY(EditAnywhere) TObjectPtr<UBehaviorTree>
RunBehaviorTree(BehaviorTree); // initializes & uses the Blackboard the BT references
}
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.
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.
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 thetarget is off the navmesh.
None; set it to Self/Lower Priority/Both so the tree re-evaluates when the key changes.
InProgress and never callsFinishLatentTask. Always complete latent tasks.
SetValueAsObject("Taget", ...) silently does nothing; match thekey name and type exactly, or use a cached FBlackboardKeySelector.
(stops on first success). Swapping them inverts the behaviour.
UBTTaskNode (instant and latent ExecuteTask returning EBTNodeResult,with a FBlackboardKeySelector), read references/custom-bttask.md.
(https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine).
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/unreal-behavior-trees from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.