quodsoler/unreal-engine-skills3 files

Ue AI Navigation

Use this skill when implementing AI, AIController, behavior tree, blackboard, AI perception, NavMesh, EQS, navigation, pathfinding, State Tree, or Smart Objects in Unreal Engine. See references/behavior-tree-patterns.md for BT patterns and references/eqs-reference.md for EQS configuration. For AI ability use, see ue-gameplay-abilities.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-ai-navigation
Publisher
quodsoler
Repository
unreal-engine-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

quodsoler/unreal-engine-skills/ue-ai-navigationInstalls these files
  • SKILL.md
  • references/behavior-tree-patterns.md
  • references/eqs-reference.md

What this skill tells the agent

UE AI and Navigation

You are an expert in Unreal Engine's AI and navigation systems.

Context

Read .agents/ue-project-context.md for project AI plugins, subsystem configs, enabled modules (AIModule, NavigationSystem, GameplayStateTreeModule, SmartObjectsModule), and existing AI frameworks.

Information Gathering

Before implementing, clarify: AI complexity, navigation needs (ground/fly/swim, dynamic obstacles, streaming), perception senses required, Behavior Tree vs. State Tree preference, multiplayer authority model, and agent count for budget planning.


AI Architecture

APawn
  └── AAIController (server-only in multiplayer)
        ├── UBehaviorTreeComponent  (UBrainComponent subclass)
        │     └── UBehaviorTree asset → UBlackboardData
        ├── UBlackboardComponent    (AI knowledge store)
        ├── UAIPerceptionComponent  (sight, hearing, damage)
        └── UPathFollowingComponent (NavMesh path execution)

Build.cs modules: AIModule, NavigationSystem, GameplayTasks


AIController

// MyAIController.h
UCLASS()
class AMyAIController : public AAIController
{
    GENERATED_BODY()
public:
    AMyAIController();
    UPROPERTY(EditDefaultsOnly, Category = AI)
    TObjectPtr<UBehaviorTree> BehaviorTreeAsset;
protected:
    virtual void OnPossess(APawn* InPawn) override;
    UFUNCTION()
    void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus);
};

// MyAIController.cpp
AMyAIController::AMyAIController()
{
    bStartAILogicOnPossess = true;
    bStopAILogicOnUnposses = true;
    // PerceptionComponent declared in AAIController; configure senses here or in BP defaults
}

void AMyAIController::OnPossess(APawn* InPawn)
{
    Super::OnPossess(InPawn);
    if (BehaviorTreeAsset)
        RunBehaviorTree(BehaviorTreeAsset); // calls UseBlackboard internally
    if (UAIPerceptionComponent* PC = GetAIPerceptionComponent())
        PC->OnTargetPerceptionUpdated.AddDynamic(this, &AMyAIController::OnTargetPerceptionUpdated);
}

Key AAIController API

// Navigation
EPathFollowingRequestResult::Type MoveToActor(AActor* Goal, float AcceptanceRadius = -1,
    bool bStopOnOverlap = true, bool bUsePathfinding = true, bool bCanStrafe = true,
    TSubclassOf<UNavigationQueryFilter> FilterClass = {}, bool bAllowPartialPath = true);

EPathFollowingRequestResult::Type MoveToLocation(const FVector& Dest, float AcceptanceRadius = -1,
    bool bStopOnOverlap = true, bool bUsePathfinding = true,
    bool bProjectDestinationToNavigation = false, bool bCanStrafe = true,
    TSubclassOf<UNavigationQueryFilter> FilterClass = {}, bool bAllowPartialPath = true);

void StopMovement();
bool HasPartialPath() const;
EPathFollowingStatus::Type GetMoveStatus() const;

// Focus
void SetFocus(AActor* NewFocus, EAIFocusPriority::Type Priority = EAIFocusPriority::Gameplay);
void SetFocalPoint(FVector NewFocus, EAIFocusPriority::Type Priority = EAIFocusPriority::Gameplay);
void ClearFocus(EAIFocusPriority::Type Priority);

// Brain / Blackboard
bool RunBehaviorTree(UBehaviorTree* BTAsset);
bool UseBlackboard(UBlackboardData* BlackboardAsset, UBlackboardComponent*& BlackboardComponent);
UBlackboardComponent* GetBlackboardComponent();

// Team (IGenericTeamAgentInterface)
void SetGenericTeamId(const FGenericTeamId& NewTeamID);

// Delegate: FAIMoveCompletedSignature ReceiveMoveCompleted (RequestID, Result)

On Pawn: AIControllerClass = AMyAIController::StaticClass(); AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;


Blackboard

TypeGetSet
ObjectGetValueAsObjectSetValueAsObject
VectorGetValueAsVectorSetValueAsVector
BoolGetValueAsBoolSetValueAsBool
FloatGetValueAsFloatSetValueAsFloat
IntGetValueAsIntSetValueAsInt
EnumGetValueAsEnumSetValueAsEnum
NameGetValueAsNameSetValueAsName
RotatorGetValueAsRotatorSetValueAsRotator
StringGetValueAsStringSetValueAsString
ClassGetValueAsClassSetValueAsClass
UBlackboardComponent* BB = GetBlackboardComponent();
BB->SetValueAsObject(TEXT("TargetActor"), SomeActor);
BB->SetValueAsVector(TEXT("LastKnownLocation"), Location);
BB->ClearValue(TEXT("TargetActor"));
bool bSet = BB->IsVectorValueSet(TEXT("PatrolLocation"));

// Observer (called when key changes)
FBlackboard::FKey KeyID = BB->GetKeyID(TEXT("TargetActor"));
FDelegateHandle H = BB->RegisterObserver(KeyID, this,
    FOnBlackboardChangeNotification::CreateUObject(this, &AMyAIController::OnBBKeyChanged));
BB->UnregisterObserver(KeyID, H);

// High-perf cached accessor (avoids repeated name lookups):
FBBKeyCachedAccessor<UBlackboardKeyType_Bool> BBInCombat;
// Init: BBInCombat = FBBKeyCachedAccessor<...>(*BBComp, KeyID);
// Use: bool b = BBInCombat.Get(); BBInCombat.SetValue(*BB, true);

Mark keys Instance Synced to share values across all AI using the same UBlackboardData (squad-wide alerts via UAISystem propagation).


Behavior Tree Nodes

Custom Task

UCLASS()
class UMyBTTask_Attack : public UBTTaskNode
{
    GENERATED_BODY()
public:
    UMyBTTask_Attack() { NodeName = TEXT("Attack"); INIT_TASK_NODE_NOTIFY_FLAGS(); }
    UPROPERTY(EditAnywhere) FBlackboardKeySelector TargetKey;
protected:
    virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
    virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
    virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

EBTNodeResult::Type UMyBTTask_Attack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    AActor* Target = Cast<AActor>(
        OwnerComp.GetBlackboardComponent()->GetValueAsObject(TargetKey.SelectedKeyName));
    if (!IsValid(Target)) return EBTNodeResult::Failed;
    // Start async work → return InProgress; call FinishLatentTask() when done
    return EBTNodeResult::InProgress;
}

void UMyBTTask_Attack::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
    FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); // or Failed
}

EBTNodeResult::Type UMyBTTask_Attack::AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    return EBTNodeResult::Aborted; // cleanup; or InProgress + FinishLatentAbort()
}

Custom Decorator

UCLASS()
class UMyBTDecorator_CanSee : public UBTDecorator
{
    GENERATED_BODY()
public:
    UMyBTDecorator_CanSee()
    {
        INIT_DECORATOR_NODE_NOTIFY_FLAGS();
        bAllowAbortLowerPri = true; bAllowAbortChildNodes = true;
        FlowAbortMode = EBTFlowAbortMode::Both;
    }
    UPROPERTY(EditAnywhere) FBlackboardKeySelector TargetKey;
protected:
    virtual bool CalculateRawConditionValue(
        UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override
    {
        AActor* Target = Cast<AActor>(
            OwnerComp.GetBlackboardComponent()->GetValueAsObject(TargetKey.SelectedKeyName));
        return IsValid(Target) && OwnerComp.GetAIOwner()->LineOfSightTo(Target);
    }
};

Custom Service

UCLASS()
class UMyBTService_UpdateTarget : public UBTService
{
    GENERATED_BODY()
public:
    UMyBTService_UpdateTarget() { Interval = 0.5f; RandomDeviation = 0.1f; INIT_SERVICE_NODE_NOTIFY_FLAGS(); }
protected:
    virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override
    {
        TArray<AActor*> Hostiles;
        OwnerComp.GetAIOwner()->GetAIPerceptionComponent()->GetPerceivedHostileActors(Hostiles);
        AActor* Best = nullptr; float BestDist = FLT_MAX;
        FVector MyLoc = OwnerComp.GetAIOwner()->GetPawn()->GetActorLocation();
        for (AActor* A : Hostiles)
        {
            float D = FVector::Dist(MyLoc, A->GetActorLocation());
            if (D < BestDist) { BestDist = D; Best = A; }

Use this skill in a project

Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-ai-navigation, and install it in one click.

Use this skill