What problem does it solve?
Authoring Behavior Trees and Blackboards in Unreal Engine normally requires manual editor work; this Skill lets an AI agent programmatically create trees, add composites, tasks, decorators, and services, bind blackboard keys, and validate or repair BT assets through BehaviorTreeService and BlackboardService.
Core Features & Use Cases
- Blackboard authoring: Create UBlackboardData assets, add typed keys, set metadata, manage parent boards, and find key references before renames or deletions.
- Behavior Tree construction: Add nodes by path, set struct properties and blackboard key bindings, attach decorators and services, and round-trip whole trees as JSON via get_tree/build_tree.
- Validation and repair: Run validate_tree diagnostics, rebuild sparse editor graphs from runtime trees, and restore snapshots after failed builds.
- Use Case: Ask the agent to build a guard AI tree — it creates BB_Guard with a TargetActor key, creates BT_Guard on that board, adds a Selector with a Sequence containing a Wait task and a Blackboard decorator, then validates the result.
Quick Start
Create a blackboard at /Game/AI/BB_Guard with an Object key named TargetActor, then build a behavior tree on it with a selector, a sequence, and a wait task, and validate the tree.