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
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Yes
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- Yes
- Repository scan complete
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- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
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Repository context
- Repository stars (not skill ratings)
- 826
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- engineering Derived category
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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
```