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 ab
By quodsoler · 811 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-ai-navigation
Source repository · Upstream listing
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
Build.cs modules : AIModule , NavigationSystem , GameplayTasks
AIController
Key AAIController API
On Pawn : AIControllerClass = AMyAIController::StaticClass(); AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
Blackboard
Type Get Set
Object GetValueAsObject SetValueAsObject
Vector GetValueAsVector SetValueAsVector
Bool GetValueAsBool SetValueAsBool
Float GetValueAsFloat SetValueAsFloat
Int GetValueAsInt SetValueAsInt
Enum GetValueAsEnum SetValueAsEnum
Name GetValueAsName SetValueAsName
Rotator GetValueAsRotator SetValueAsRotator
String GetValueAsString SetValueAsString
Class GetValueAsClass SetValueAsClass
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
Custom Decorator
Custom Service
Built in Nodes (reference)
Tasks : BTTask MoveTo , BTTask MoveDirectlyToward , BTTask Wait , BTTask WaitBlackboardTime , BTTask RunEQSQuery , BTTask PlayAnimation , BTTask MakeNoise , BTTask RotateToFaceBBEntry , BTTask RunBehavior , BTTask RunBehaviorDynamic , BTTask FinishWithResult
Decorators : BTDecorator Blackboard , BTDecorator CompareBBEntries , BTDecorator Cooldown , BTDecorator TagCooldown , BTDecorator Loop , BTDecorator TimeLimit , BTDecorator DoesPathExist , BTDecorator IsAtLocation , BTDecorator CheckGameplayTagsOnActor , BTDecorator ForceSuccess
Composites : Selector (first success), Sequence (first failure), SimpleParallel (main task + background subtree; main task drives completion). UE does not ship a general purpose Parallel node — SimpleParallel is the built in option. For true parallel execution of N branches, implement a custom UBTCompositeNode or chain multiple SimpleParallel nodes.
AI Perception
Additional sense configs: UAISenseConfig Touch (fires on physical contact with perceived actor), UAISense Team (propagates enemy awareness across teammates via IGenericTeamAgentInterface ), UAISense Prediction (predicts future location — call UAISense Prediction::RequestPawnPredictionEvent ).
Navigation System
Off mesh links : Use ANavLinkProxy in level, or implement INavLinkCustomInterface for traversal callbacks.
EQS (Environment Query System)
Run modes : SingleResult (cheapest), RandomBest5Pct , RandomBest25Pct , AllMatching
BTTask RunEQSQuery : set EQSRequest.QueryTemplate , BlackboardKey , RunMode . Async lifecycle managed via FBTEnvQueryTaskMemory.RequestID .
Custom context (resolve BB actor for use in tests):
See references/eqs reference.md for generator and test configurations.
State Trees (UE 5.1+)
Use State Trees for simpler state machines, designer friendly workflows, and Smart Object integration. Use Behavior Trees for complex reactive combat with priority based interrupts.
State Tree tasks use FStateTreeTaskBase + FInstanceDataType . Override EnterState , Tick , ExitState .
State Tree evaluators ( FStateTreeEvaluatorBase ) run persistently across all active states — use them for shared context data (nearest enemy, threat level) that multiple states read, analogous to BT services.
Smart Objects
Add USmartObjectComponent to world actors (set SmartObjectDefinition ). AI interacts via USmartObjectSubsystem :
Common Mistakes
Polling instead of event driven : Do not check per frame in TickTask if a BTDecorator Blackboard observer abort or WaitForMessage achieves the same result.
Overcomplicated BTs : Flatten needless nesting. Use services for periodic knowledge updates at Interval = 0.5s . Gate expensive EQS with BTDecorator Cooldown .
NavMesh gaps : Always place ANavMeshBoundsVolume . For streaming/procedural levels, call NavSys Build() after generation or use UNavigationInvokerComponent on AI pawns.
Server vs client : AAIController only exists on the server. Replicate AI state via Pawn replicated properties, not through the controller. BT Blackboard is not replicated.
Large worlds : Use hierarchical NavMesh (RecastNavMesh actor settings). Set EQS max parallel queries per frame in Project Settings AI EQS.
Edge Cases
Flying/swimming : Set FNavAgentProperties::bCanFly / bCanSwim ; assign a UNavArea subclass with matching SupportedAgents flags. Custom UNavArea subclasses define traversal cost and area flags — create one per movement domain (e.g., UNavArea Water with high cost for ground agents, zero for swimmers). Apply via NavModifierVolumes or NavMesh generation settings.
Dedicated server : Sight perception uses collision traces, not rendering — works fine. Guard non server code with HasAuthority() .
AI with GAS : BT tasks request ability activation; abilities manage their own latent logic.
Related Skills
ue actor component architecture — component setup patterns for AI
ue gameplay framework — GameMode AI spawning, controller/pawn relationships
ue cpp foundations — delegates, subsystems, UObject patterns
ue gameplay abilities — GAS + AI integration
Reference Files
references/behavior tree patterns.md — patrol, combat, flee, investigate, squad BT patterns
references/eqs reference.md — generator and test configurations for spatial queries