unreal-behavior-trees SKILL.md skillA
unreal-behavior-trees from gamedev-skills/awesome-gamedev-agent-skills is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.
mdr add gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees@git:20260925.e4e9569Pins git:20260925.e4e9569 in mdr.lock. Pin the fingerprint instead.
- Audit grade
- A, 17 of 17 checks passed
- Kind
- SKILL.md skill
- Repository
- gamedev-skills/awesome-gamedev-agent-skills
- Path
skills/unreal/unreal-behavior-trees/SKILL.md- Versions recorded
- 3
- Latest version
- git:20260925.e4e9569, committed Sep 25, 2026
- First version recorded
- Jun 24, 2026
- Size
- 6,196 bytes
- Repository stars
- 1,784
- License
- Apache-2.0
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 5.8**. ## 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. **Behavior Tree or StateTree?** UE 5.8 ships both, and Behavior Trees are not deprecated. StateTree is Epic's general-purpose hierarchical state machine: it combines BT-style selection with explicit States and Transitions. If the project already uses StateTree …
Read the whole file at its exact version.
How to install
mdr add gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees@sha256:7e65a2e5ebd445e9The line at the top of this page pins the label git:20260925.e4e9569, 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.
[](https://markdownregistry.com/a/art_l7dv5gxg45ewhar3)
3 badge image fetches in 30 days. What the badge shows.
Versions
The registry has recorded 3 versions of this file, between Jun 24, 2026 and Sep 25, 2026, about one every 47 days.
| version | committed | commit | size | audit | |
|---|---|---|---|---|---|
| git:20260925.e4e9569 latest | 2026-09-25 | e4e9569 | 6,196 B | A | view · diff |
| git:20260808.3727d02 | 2026-08-08 | 3727d02 | 5,696 B | A | view · diff |
| git:20260624.0867674 | 2026-06-24 | 0867674 | 5,881 B | A | view |
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (6196 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
gamedev-skills/awesome-gamedev-agent-skills · 1,784 stars · license Apache-2.0 · pushed 2026-10-09 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_l7dv5gxg45ewhar3 GET https://markdownregistry.com/api/v1/resolve?ref=gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees GET https://markdownregistry.com/api/v1/blob/7e65a2e5ebd445e9445230070f2f0b46b3e673a45163e009c9b241184a548ab9
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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