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Ue Ai And Navigation

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kevinpbuckley
ue-ai-and-navigation

Build AI in Unreal — AIController-driven pawns, Behavior Trees and Blackboards (tasks, decorators, services), the navigation system and NavMesh (MoveTo pathfinding, NavMeshBoundsVolume, NavAreas, avoidance), the Environment Query System (EQS generators, tests, C++ FEnvQueryRequest), AI Perception (sight/hearing/damage senses, ConfigureSense, OnTargetPerceptionUpdated), and StateTree (UStateTreeAIComponent). Use when creating enemy/NPC behavior, pathfinding/movement to targets, decision-making logic, environment queries for cover/flanking/positions, sensing the player, or replacing Behavior Trees with StateTree.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-ai-and-navigation
Stars
89
Forks
9
Bundled files
4
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Ai And Navigation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-ai-and-navigation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-ai-and-navigation .claude/skills/ue-ai-and-navigation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Ai And Navigation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Ai And Navigation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Ai And Navigation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

AI & navigation

Unreal AI = an AIController possessing a pawn, deciding what to do (usually via a Behavior Tree reading a Blackboard), moving via the navigation system (NavMesh pathfinding), optionally sensing the world with AI Perception, and querying it with EQS. StateTree offers a modern alternative or complement to Behavior Trees.

When to use this skill

  • Enemy/NPC behavior: patrol, chase, attack, flee, investigate.
  • Moving an AI to a location or actor with real pathfinding.
  • Decision logic and working memory (Behavior Tree + Blackboard).
  • Finding good positions — cover, flanking, best attack point — via EQS.
  • Sensing the player (sight, hearing, damage) and reacting to stimuli.
  • Replacing or complementing Behavior Trees with StateTree for hierarchical state machines.

System map

SystemKey typesModule / Plugin
AI controllerAAIController, UBrainComponentAIModule
Behavior TreeUBehaviorTree, UBTTaskNode, UBTDecorator, UBTServiceAIModule
BlackboardUBlackboardComponent, UBlackboardDataAIModule
NavigationUNavigationSystemV1, ARecastNavMesh, ANavMeshBoundsVolumeNavigationSystem
Path followingUPathFollowingComponentAIModule
EQSUEnvQueryManager, FEnvQueryRequest, UEnvQueryAIModule
AI PerceptionUAIPerceptionComponent, UAISenseConfig_Sight/Hearing/DamageAIModule
StateTree (AI)UStateTreeAIComponent, UStateTreeGameplayStateTree plugin

Build dependencies: add "AIModule" and "NavigationSystem" to PublicDependencyModuleNames in your .Build.cs. For StateTree add "GameplayStateTree" and "StateTreeModule".

AIController + possession

cpp
// MyAIController.h
UCLASS()
class MYGAME_API AMyAIController : public AAIController
{
    GENERATED_BODY()
public:
    virtual void OnPossess(APawn* InPawn) override;
protected:
    UPROPERTY(EditDefaultsOnly, Category="AI")
    TObjectPtr<UBehaviorTree> BehaviorTree;
};

// MyAIController.cpp
void AMyAIController::OnPossess(APawn* InPawn)
{
    Super::OnPossess(InPawn);    // AController::OnPossess links the pawn
    if (BehaviorTree)
        RunBehaviorTree(BehaviorTree);  // initializes Blackboard then starts BT
}

On the pawn (or its Blueprint):

  • AIControllerClass = AMyAIController::StaticClass()
  • AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned

RunBehaviorTree is declared at AIController.h:262. It also sets bStartAILogicOnPossess (line 98) which auto-starts the BT when possessed. In server-only AI, the controller only exists on the server; guard client-side calls.

Behavior Trees & Blackboard

The Blackboard (UBlackboardData asset + UBlackboardComponent runtime) is the AI's working memory — typed key/value pairs (Object, Vector, Bool, Float, Int, Name, Enum).

cpp
// Write a key from C++ (controller or task):
if (UBlackboardComponent* BB = GetBlackboardComponent())
{
    BB->SetValueAsObject(TEXT("TargetActor"), Player);    // BlackboardComponent.h:133
    BB->SetValueAsBool(TEXT("bCanSeePlayer"), true);      // line 148
    BB->SetValueAsVector(TEXT("LastKnownLocation"), Loc); // line 157
}

Tree structure:

  • Composites — Selector (try children left to right, succeed on first success) / Sequence (run all children; fail on first failure) / SimpleParallel.
  • Tasks (UBTTaskNode) — leaf nodes that do work (ExecuteTask → return EBTNodeResult::Succeeded/Failed/InProgress; call FinishLatentTask for async).
  • Decorators (UBTDecorator) — conditions attached to a node or branch; override CalculateRawConditionValue; can abort running branches via FlowAbortMode.
  • Services (UBTService) — tick periodically while their branch is active; use TickNode to poll and update the Blackboard (e.g. refresh TargetActor).

Custom task pattern:

cpp
UCLASS()
class UBTTask_FindCover : public UBTTaskNode
{
    GENERATED_BODY()
    virtual EBTNodeResult::Type ExecuteTask(
        UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

EBTNodeResult::Type UBTTask_FindCover::ExecuteTask(
    UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    // Run an EQS query, set a Blackboard key, return Succeeded.
    // For async work: kick off query, return InProgress,
    // then call FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded) in the callback.
    return EBTNodeResult::Succeeded;
}

See references/behavior-tree-deep-dive.md for the full instancing model, node memory, composite abort modes, and service intervals.

Navigation & movement

cpp
// Issue movement from the AIController:
MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f);      // AIController.h:172
MoveToLocation(Destination, 50.f);                         // AIController.h:187

// React to completion:
virtual void OnMoveCompleted(FAIRequestID RequestID,
    const FPathFollowingResult& Result) override;           // AIController.h:230
// Or bind the dynamic delegate:
ReceiveMoveCompleted.AddDynamic(this, &AMyCtrl::OnMoveDone); // AIController.h:240

Setup checklist:

  1. Place a NavMeshBoundsVolume in the level — the ARecastNavMesh is auto-created inside it.
  2. Press P in the viewport to visualize coverage. Rebuild nav if geometry changed.
  3. The pawn needs a UCharacterMovementComponent (or equivalent); the nav system computes the path, the movement component follows it via UPathFollowingComponent.

Modifying the mesh: UNavArea subclasses set traversal cost; UNavModifierComponent / ANavModifierVolume apply areas at runtime. Two avoidance methods: RVO (Reciprocal Velocity Obstacles, lightweight, per-agent) and Detour Crowd (UDetourCrowdAIController, shared path following with group-aware steering).

For open worlds with World Partition, use Navigation Invokers (UNavigationInvokerComponent) so the nav mesh generates only around agents rather than over the whole level.

See references/navigation-deep-dive.md for nav areas, query filters, avoidance, nav links, and World Partition nav.

EQS (Environment Query System)

EQS runs a query (generators + tests) to score and rank candidate locations or actors, then returns the best match. Common uses: "best cover from player", "nearest flanking position", "closest visible health pickup".

Run from C++:

cpp
// In an AIController or BT task:
FEnvQueryRequest Request(CoverQuery, this); // EnvQueryManager.h:80
Request.Execute(EEnvQueryRunMode::SingleResult, this,
    &AMyAIController::OnCoverQueryFinished); // EnvQueryManager.h:97-106

void AMyAIController::OnCoverQueryFinished(
    TSharedPtr<FEnvQueryResult> Result)
{
    if (Result.IsValid() && Result->IsSuccessful())
    {
        FVector BestLoc = Result->GetItemAsLocation(0);
        if (UBlackboardComponent* BB = GetBlackboardComponent())
            BB->SetValueAsVector(TEXT("MoveToLocation"), BestLoc);
    }
}

FQueryFinishedSignature is declared in EnvQueryManager.h. Enable EQS in Project Settings → AI → Enable EQS. The EQS Testing Pawn (AEQSTestingPawn) lets you visualize query results in the editor viewport without running the game.

See references/eqs-deep-dive.md for generators, tests, custom contexts, and the instanced C++ query pattern.

AI Perception

UAIPerceptionComponent (on the AIController) acts as a stimuli listener. Add sense configs in the constructor:

cpp
// In AIController constructor:
PerceptionComp = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComp"));

auto SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
SightConfig->SightRadius = 2000.f;
SightConfig->LoseSightRadius = 2500.f;
SightConfig->PeripheralVisionAngleDegrees = 60.f;
SightConfig->DetectionByAffiliation.bDetectEnemies = true;
SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
PerceptionComp->ConfigureSense(*SightConfig);    // AIPerceptionComponent.h:319
PerceptionComp->SetDominantSense(SightConfig->GetSenseImplementation());

Bind the update delegate in BeginPlay:

cpp
PerceptionComp->OnTargetPerceptionUpdated.AddDynamic(
    this, &AMyAIController::OnTargetPerceptionUpdated); // AIPerceptionComponent.h:423

void AMyAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
{
    if (UBlackboardComponent* BB = GetBlackboardComponent())
    {
        BB->SetValueAsBool(TEXT("bCanSeePlayer"),
            Stimulus.WasSuccessfullySensed());
        if (Stimulus.WasSuccessfullySensed())
            BB->SetValueAsObject(TEXT("TargetActor"), Actor);
    }
}

For targets to be perceivable, add UAIPerceptionStimuliSourceComponent to them and register the relevant senses. Affiliations (enemy/neutral/friendly) are set via IGenericTeamAgentInterface — Blueprint-only projects detect neutrals then filter by tag.

See references/perception-and-statetree.md for all senses, forget behavior, UAIPerceptionStimuliSourceComponent, and debugging.

StateTree (modern alternative to Behavior Trees)

StateTree (Plugins/Runtime/StateTree, Plugins/Runtime/GameplayStateTree) is a hierarchical state machine that combines BT-style selectors with explicit state transitions. It is the current direction for new Epic AI work (used in Lyra, City Sample).

For AI use, add UStateTreeAIComponent (subclass of UStateTreeComponent) to the AIController instead of RunBehaviorTree:

cpp
// In AIController constructor:
StateTreeComp = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT("StateTreeComp"));
// Assign a UStateTree asset via UPROPERTY or in the Blueprint details panel.

UStateTreeAIComponent is declared in Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponent.h and derives from UBrainComponent, so StartLogic/StopLogic/RestartLogic work the same way as with UBehaviorTreeComponent.

StateTree tasks are C++ structs (not UObjects) implementing FStateTreeTaskBase — lighter weight and data-oriented. State data lives in typed instance structs. For Behavior Tree projects, StateTree can be adopted incrementally — the two systems coexist.

See references/perception-and-statetree.md for StateTree C++ task authoring, schema setup, and the BT-vs-StateTree decision guide.

Gotchas

  • No NavMeshBoundsVolume or unbuilt navmesh — MoveTo fails silently; check nav coverage with P in the editor, rebuild if geometry changed post-load.
  • AutoPossessAI not set — the controller never possesses; no brain runs.
  • Pawn without a movement component — the path is computed but the pawn cannot follow it.
  • RunBehaviorTree called before a valid UBlackboardData is set on the tree asset — the BT initializes but blackboard keys resolve to defaults silently.
  • Custom BT task not instanced, modifying this in ExecuteTask — non-instanced nodes are shared across all AI using the same tree; store runtime state in NodeMemory only (or mark the node UCLASS(meta=(DisplayName="..."), Blueprintable) with instancing).
  • Binding OnPerceptionUpdated vs OnTargetPerceptionUpdated — the former delivers an array of all updated actors each tick; the latter fires per actor per stimulus. Prefer the latter for precise reaction logic.
  • EQS not enabled in Project Settings — queries silently produce no results.
  • Using tick-polling instead of perception events — costly and less reliable; always respond to OnTargetPerceptionUpdated.
  • Hardcoding positions instead of EQS — brittle; EQS respects nav mesh reachability.
  • Forgetting ReceiveMoveCompleted — if you call StopMovement before checking the result, the delegate fires immediately with EPathFollowingResult::Aborted.

Version notes

  • StateTree is available since UE 5.1 (early), production-stable in UE 5.3+. Use UStateTreeAIComponent (UE 5.4+) for AI-controller-hosted trees. Prior to 5.4 use UStateTreeComponent directly.
  • FEnvQueryRequest::Execute template API is stable across UE5. The older UEnvQueryManager::RunQuery overloads also exist and behave the same.
  • OnTargetPerceptionInfoUpdated (delivers FActorPerceptionUpdateInfo) was added in UE 5.1 as a richer alternative to OnTargetPerceptionUpdated.

References & source material

Engine source (UE 5.8, under Engine/Source/Runtime/):

  • AIModule/Classes/AIController.h — AAIController:87, MoveToActor:172, MoveToLocation:187, OnMoveCompleted:230, ReceiveMoveCompleted:240, RunBehaviorTree:262, OnPossess:351, GetBlackboardComponent:451.
  • AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h — UBehaviorTreeComponent:104, StartTree:137, StopTree:140, RestartTree:146.
  • AIModule/Classes/BehaviorTree/BTTaskNode.h — UBTTaskNode:33, ExecuteTask:40, AbortTask:48, FinishLatentTask:80.
  • AIModule/Classes/BehaviorTree/BTDecorator.h — UBTDecorator:37, CalculateRawConditionValue:121, FlowAbortMode:98.
  • AIModule/Classes/BehaviorTree/BTService.h — UBTService:34, Interval:52.
  • AIModule/Classes/BehaviorTree/BlackboardComponent.h — UBlackboardComponent:42, SetValueAsObject:133, SetValueAsBool:148, SetValueAsVector:157, GetValueAsObject:103, RegisterObserver:73.
  • AIModule/Classes/EnvironmentQuery/EnvQueryManager.h — FEnvQueryRequest:70, FEnvQueryRequest::Execute:97, UEnvQueryManager:207, RunQuery:223, RunInstantQuery:238, RunEQSQuery (static):279.
  • AIModule/Classes/Perception/AIPerceptionComponent.h — UAIPerceptionComponent:208, SensesConfig:219, ConfigureSense:319, ForgetAll:346, GetCurrentlyPerceivedActors:372, OnPerceptionUpdated:396, OnTargetPerceptionUpdated:423.
  • AIModule/Classes/Perception/AISenseConfig_Sight.h — UAISenseConfig_Sight:18, SightRadius:28, LoseSightRadius:32, PeripheralVisionAngleDegrees:37.
  • AIModule/Classes/Navigation/PathFollowingComponent.h — UPathFollowingComponent:216, RequestMove:248.
  • NavigationSystem/Public/NavigationSystem.h — UNavigationSystemV1:291, GetNavigationSystem:502, FindPathToLocationSynchronously:535, FindPathToActorSynchronously:541.
  • NavigationSystem/Public/NavMesh/RecastNavMesh.h — ARecastNavMesh:571.

Plugins (UE 5.8, under Engine/Plugins/Runtime/):

  • StateTree/Source/StateTreeModule/Public/StateTree.h — UStateTree asset.
  • GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponent.h — UStateTreeAIComponent:16.
  • GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeComponent.h — UStateTreeComponent:39, StartLogic:54, StopLogic:56.

Official docs (UE 5.8):

Deep-dive references in this skill:

Related skills: ue-character-and-movement, ue-gameplay-tags, ue-gameplay-framework.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Ai And Navigation AI skill do?

Build AI in Unreal — AIController-driven pawns, Behavior Trees and Blackboards (tasks, decorators, services), the navigation system and NavMesh (MoveTo pathfinding, NavMeshBoundsVolume, NavAreas, avoidance), the Environment Query System (EQS generators, tests, C++ FEnvQueryRequest), AI Perception (sight/hearing/damage senses, ConfigureSense, OnTargetPerceptionUpdated), and StateTree (UStateTreeAIComponent). Use when creating enemy/NPC behavior, pathfinding/movement to targets, decision-making logic, environment queries for cover/flanking/positions, sensing the player, or replacing Behavior...

Why use Ue Ai And Navigation on TypingMind?

Because you install it once and use it with any model. Ue Ai And Navigation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Ai And Navigation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-ai-and-navigation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Ai And Navigation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Ai And Navigation?

As many as you like. As long as a model supports skills, you can use Ue Ai And Navigation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Ai And Navigation AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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