What problem does it solve? Building believable enemy and NPC behavior in Unreal Engine requires coordinating many subsystems — AIController possession, Behavior Trees and Blackboards, NavMesh pathfinding, EQS spatial queries, AI Perception senses, and StateTree — and getting the exact C++ APIs, module dependencies, and setup order right is error-prone without deep engine knowledge. ## Core Features & Use Cases - Behavior Tree & Blackboard authoring: Create custom tasks, decorators, and services in C++, manage Blackboard keys, and handle node instancing and NodeMemory correctly. - Navigation & movement: Set up NavMeshBoundsVolume, issue MoveToActor/MoveToLocation calls, handle path-following results, configure nav areas, avoidance (RVO/Detour Crowd), and Navigation Invokers for open worlds. - EQS, Perception & StateTree: Run FEnvQueryRequest queries for cover/flanking positions, configure sight/hearing/damage senses with OnTargetPerceptionUpdated, and adopt UStateTreeAIComponent as a modern BT alternative. - Use Case: You need an enemy that patrols, sees the player via sight perception, queries EQS for the best cover position, and chases with real pathfinding — this Skill provides the exact controller setup, sense configuration, and Blackboard wiring to build it. ## Quick Start Ask the agent to create an AIController with a Behavior Tree, sight perception, and NavMesh-based movement for an enemy character in your Unreal project.