unreal-behavior-trees SKILL.md skillA

unreal-behavior-trees from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add ukanwat/overtime/unreal-behavior-trees@git:20260812.5b73825

Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
ukanwat/overtime
Path
.claude/skills/unreal-behavior-trees/SKILL.md
Versions recorded
1
Latest version
git:20260812.5b73825, committed Aug 12, 2026
Size
5,881 bytes
Repository stars
399
License
MIT

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# Unreal Behavior Trees

Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the
tree with composites, gate branches with decorators, keep state current with services, and run
it from an AIController. Targets **UE 5.4+**.

## When to use

- Use when building enemy/NPC AI: creating a `BT_`/`BB_` asset pair, structuring
  Selector/Sequence branches, adding decorators (conditions) and services (periodic updates),
  writing custom `BTTask`/`BTService` nodes, or wiring an AIController to run the tree.
- Use when the project has Behavior Tree (`BT_`) and Blackboard (`BB_`) assets and an
  `AAIController`.

**When *not* to use:** the *concept* of AI (FSM vs BT vs steering, cross-engine) →
`game-ai`. Pure navigation/pathing math is engine navmesh (BT's `MoveTo` uses it). Simple
one-off logic may be cheaper as a small state machine than a full tree.

## Core workflow

1. **Create the pair:** a Blackboard (`BB_`) holds typed keys (the AI's memory: `TargetActor`,
   `LastKnownLocation`, `bIsInvestigating`); a Behavior Tree (`BT_`) references that Blackboard.
2. **Possess and run.** An `AAIController` possesses the pawn and calls `RunBehaviorTree(BT)`,
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add ukanwat/overtime/unreal-behavior-trees@sha256:45478a626c3b71d7

The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_l5rib6qu36qg66r5.svg)](https://markdownregistry.com/a/art_l5rib6qu36qg66r5)

1 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 1 version of this file, committed on Aug 12, 2026.

versioncommittedcommitsizeaudit
git:20260812.5b73825 latest2026-08-12 5b73825 5,881 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (5881 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_l5rib6qu36qg66r5
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/unreal-behavior-trees
GET https://markdownregistry.com/api/v1/blob/45478a626c3b71d7578f889dc89a4538bdf03a2d47f78a5f29361fab296d7d19

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in ukanwat/overtime

Other files named unreal-behavior-trees

unreal-behavior-trees SKILL.md skill
gamedev-skills/awesome-gamedev-agent-skills · skills/unreal/unreal-behavior-trees/SKILL.md · Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators…
git:20260925.e4e9569 · audit A · 1,784 stars

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