Behavior trees
AI & gameplayBuild Behavior Tree graphs and read them back as text you can review.
What it’s for
Ask your assistant to build and edit Behavior Tree assets, so you do not have to drag nodes around the Behavior Tree editor. It can create a new tree, add composite and task nodes, connect parents to children, and add decorators and services where they are needed.
Use it when you lay out AI logic: a patrol-then-chase sequence, a selector that falls back through several tactics, or a task guarded by a condition. Every node gets a set position, so the graph stays readable when you open it in the editor.
Your assistant can also read a tree, or its Blackboard, as readable text. It does this to see the tree’s current shape before it edits, and you can use the same text to review the change afterward as a diff.
Things you can ask
Build a patrol-then-chase tree from scratch
Your assistant creates the tree with a root Sequence and two connected child nodes.
You: Make a BT_Guard behavior tree: a Sequence that first Waits, then MoveTo.
Created BT_Guard in /Game/AI. Its root Sequence runs Wait, then MoveTo.Read an existing tree before editing
Your assistant reads the real tree first, so its edits match what is there.
You: Show me how BT_Enemy is structured.
BT_Enemy has a top Selector over a chase Sequence, with a Wait as the fallback.Guard a node and change its settings
Your assistant adds a decorator to a task and changes values on a node.
You: On the MoveTo node in BT_Guard, add a blackboard-based decorator and set the Wait to 2 seconds.
MoveTo now has a Blackboard decorator guarding it, and the Wait lasts 2 seconds.