其他

unreal-behavior-trees

gamedev-skills/…t-skills

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.

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安装命令

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-trees

SKILL.md

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.