ai-and-navigation

Implement Unreal Engine AI controllers, Behavior Trees, NavMesh pathfinding, EQS, and AI Perception.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill ai-and-navigation-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ai-and-navigation
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/ai-and-navigation
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill ai-and-navigation-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building believable enemy and NPC behavior in Unreal Engine requires coordinating many subsystems — AIController possession, Behavior Trees with Blackboards, NavMesh pathfinding, EQS spatial queries, AI Perception senses, and StateTree — and misconfiguring any one of them causes silent failures like bots that never move or never see the player. ## Core Features & Use Cases - Behavior Tree & Blackboard authoring: Create AIController-driven pawns with custom C++ tasks, decorators, and services, including correct node memory and instancing patterns. - Navigation & pathfinding: Set up NavMeshBoundsVolume, MoveToActor/MoveToLocation, nav areas, avoidance (RVO/Detour Crowd), nav links, and Navigation Invokers for open worlds. - EQS, Perception & StateTree: Run FEnvQueryRequest queries for cover/flanking positions, configure sight/hearing/damage senses, and adopt UStateTreeAIComponent as a modern BT alternative. - Use Case: For a battle royale prototype, configure 10 AI bots that navigate exterior-only NavMesh streets, perceive the player via sight, query EQS for cover behind vehicles, and engage with looted weapons. ## Quick Start Ask the AI to create an AIController with a Behavior Tree and sight perception that makes an enemy pawn patrol, chase the player on sight, and find cover using EQS.

Frequently Asked Questions about ai-and-navigation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make an AI character move to a target in Unreal Engine?▼

Create an AIController subclass, set it as the pawn's AIControllerClass with AutoPossessAI enabled, then call MoveToActor or MoveToLocation. The level needs a NavMeshBoundsVolume so the RecastNavMesh can compute paths, and the pawn needs a movement component to follow them.

How do I set up a Behavior Tree with a Blackboard in Unreal?▼

Create a UBlackboardData asset with typed keys, assign it to a UBehaviorTree asset, then call RunBehaviorTree in the controller's OnPossess. Custom C++ tasks subclass UBTTaskNode and return Succeeded, Failed, or InProgress from ExecuteTask.

Why does MoveTo fail silently in Unreal Engine?▼

MoveTo fails silently when no NavMeshBoundsVolume exists, the navmesh was not rebuilt after geometry changes, or the pawn lacks a movement component. Press P in the editor viewport to visualize nav coverage and verify the green walkable mesh exists.

Should I use StateTree or Behavior Trees for Unreal AI?▼

StateTree is the modern direction for new projects on UE 5.4+, offering explicit state transitions and lightweight struct-based tasks. Behavior Trees remain better for large existing codebases and many simple AI sharing one tree asset, and both systems can coexist.

How does AI Perception detect the player in Unreal Engine?▼

Add a UAIPerceptionComponent to the AIController with a UAISenseConfig_Sight configured via ConfigureSense, then bind OnTargetPerceptionUpdated. The target actor needs a UAIPerceptionStimuliSourceComponent registered for the sight sense to be detectable.

What is EQS used for in Unreal Engine AI?▼

EQS scores and ranks candidate locations or actors using generators and tests, returning the best match for queries like cover from the player or nearest flanking position. Run it from C++ with FEnvQueryRequest::Execute or from a Behavior Tree using the built-in RunEQSQuery task.