What problem does it solve? Building AI in Unreal Engine 5.8 involves many interacting systems—NavMesh generation, Behavior Trees, StateTree, AI Perception, EQS, Smart Objects, and crowd avoidance—and misconfiguring any layer causes agents that cannot move, oscillating decisions, or broken multiplayer behavior. This Skill provides operational guidance to select the right systems, configure them correctly, and diagnose failures layer by layer. ## Core Features & Use Cases - System selection and architecture: Choose between Behavior Trees, StateTree, or simple components, and define authority, data ownership, and update policies for networked games. - NavMesh and movement configuration: Tune agent radius/height/slope, tile and cell settings, static vs. dynamic vs. invoker generation modes, areas, filters, and nav links. - Debugging and performance workflows: Use the Gameplay Debugger, Unreal Insights, and ordered diagnosis steps to fix pathing, perception, and decision failures at scale. - Use Case: Your AI agents stop moving after a level streams in World Partition. Use this Skill to identify that World Partition NavMesh is experimental, verify tile pool sizing and chunk streaming, and implement a fallback policy. ## Quick Start Use the unreal-navigation-ai skill to design and debug a patrol-to-combat AI with NavMesh pathfinding, AI Perception, and a Behavior Tree in my Unreal Engine 5.8 project.