Individual skill

behavior-trees

Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the user asks to build a Behavior Tree, add BT nodes or decorators, bind blackboard keys, author a blackboard, or validate/repair a BT asset.

Content/Skills/behavior-trees/SKILL.md

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Nov 10, 2026
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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this
> session, call it with `{action: "load", skill: "ai-and-navigation"}` for UE domain knowledge on
> Behavior Trees — architecture, node semantics, best practices. If no such tool is available, skip
> this line entirely and proceed with this skill alone — do NOT attempt the call.

# Behavior Trees Skill

Two services, reachable from Python (`unreal.BehaviorTreeService.*`, `unreal.BlackboardService.*`)
and as AICallable tools:

```
BlackboardService     → UBlackboardData assets: create, key CRUD, metadata, re-parenting
BehaviorTreeService   → UBehaviorTree assets: structure, sub-nodes, properties, build, validate
```
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