前端开发

ue-ai-navigation

quodsoler/unrea…e-skills

Use when writing Unreal Engine C++ AI — AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS queries or Smart Objects. Also use when the user mentions 'AAIController', 'UBTTaskNode', 'ExecuteTask', 'FinishLatentTask', 'UBlackboardComponent', 'FBlackboardKeySelector', 'UAIPerceptionComponent', 'FAIStimulus', 'UAISenseConfig_Sight', 'MoveTo', 'UNavigationSystemV1', 'ProjectPointToNavigation', 'UNavArea', 'ANavLinkProxy', 'UEnvQueryManager', 'FEnvQueryRequest', 'EQS', 'navmesh', 'USmartObjectSubsystem' or 'ZoneGraph'. For State Tree authoring, see ue-state-trees; for Mass crowds, see ue-mass-entity; for the movement component that executes paths, see ue-character-movement.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-ai-navigation

SKILL.md

UE AI and Navigation

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Classic UE AI runs on a server-only AAIController that owns a brain component (UBehaviorTreeComponent), a UBlackboardComponent, a UAIPerceptionComponent and a UPathFollowingComponent. Behavior trees, perception and EQS live in the AIModule; navmesh generation and queries live in NavigationSystem; BT tasks that wrap gameplay tasks need GameplayTasks. Smart Objects (SmartObjectsModule, plugin SmartObjects), ZoneGraph (ZoneGraph, Experimental in 5.8), MassAI (Experimental in 5.8) and NavCorridor (Experimental in 5.8) are opt-in plugins. Add what you use to PublicDependencyModuleNames in your .Build.cs, e.g. "AIModule", "NavigationSystem", "GameplayTasks".

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.