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.