AI setup
AI & gameplaySet up AI: perception, blackboards, behavior trees, EQS, Mass, Smart Objects and StateTree.
What it’s for
Ask your assistant to set up the assets that make an AI think and act: AI Controller Blueprints, Blackboards, Behavior Trees, perception, EQS queries, Mass Entity Configs, Smart Object Definitions and StateTree assets. It can create each one, connect it to a controller and tune its settings.
This is the right area when a task touches several AI systems at once. A request like “set up a patrolling enemy” can create the controller, the blackboard and the behavior tree and connect them in one go.
For detailed edits inside a single tree or query, see Behavior trees, Environment queries (EQS) and StateTree.
Things you can ask
Set up an AI controller with a blackboard and behavior tree
Your assistant creates all three assets and connects them.
You: Make an AI controller for the guard, with its own blackboard and behavior tree, all wired up.
Created BP_GuardController, BB_Guard and BT_Guard. The controller now runs BT_Guard against BB_Guard.Add a blackboard key
The blackboard gets a typed key the behavior tree can read and write.
You: Add a TargetActor object key to BB_Guard.
Added TargetActor to BB_Guard as an Object key that holds an Actor.Set up sight on the controller
The guard spots targets at the range and angle you ask for.
You: Give the guard sight out to 1500 units with a 90 degree cone.
The guard now sees out to 1500 units in a 90 degree cone and loses sight at 1800.