Claude
Skills
Sign in
Back

ue-ai-navigation

Included with Lifetime
$97 forever

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 ability use, see ue-gameplay-abilities.

General

What this skill does


# 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

```
APawn
  └── AAIController (server-only in multiplayer)
        ├── UBehaviorTreeComponent  (UBrainComponent subclass)
        │     └── UBehaviorTree asset → UBlackboardData
        ├── UBlackboardComponent    (AI knowledge store)
        ├── UAIPerceptionComponent  (sight, hearing, damage)
        └── UPathFollowingComponent (NavMesh path execution)
```

**Build.cs modules**: `AIModule`, `NavigationSystem`, `GameplayTasks`

---

## AIController

```cpp
// MyAIController.h
UCLASS()
class AMyAIController : public AAIController
{
    GENERATED_BODY()
public:
    AMyAIController();
    UPROPERTY(EditDefaultsOnly, Category = AI)
    TObjectPtr<UBehaviorTree> BehaviorTreeAsset;
protected:
    virtual void OnPossess(APawn* InPawn) override;
    UFUNCTION()
    void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus);
};

// MyAIController.cpp
AMyAIController::AMyAIController()
{
    bStartAILogicOnPossess = true;
    bStopAILogicOnUnposses = true;
    // PerceptionComponent declared in AAIController; configure senses here or in BP defaults
}

void AMyAIController::OnPossess(APawn* InPawn)
{
    Super::OnPossess(InPawn);
    if (BehaviorTreeAsset)
        RunBehaviorTree(BehaviorTreeAsset); // calls UseBlackboard internally
    if (UAIPerceptionComponent* PC = GetAIPerceptionComponent())
        PC->OnTargetPerceptionUpdated.AddDynamic(this, &AMyAIController::OnTargetPerceptionUpdated);
}
```

### Key AAIController API

```cpp
// Navigation
EPathFollowingRequestResult::Type MoveToActor(AActor* Goal, float AcceptanceRadius = -1,
    bool bStopOnOverlap = true, bool bUsePathfinding = true, bool bCanStrafe = true,
    TSubclassOf<UNavigationQueryFilter> FilterClass = {}, bool bAllowPartialPath = true);

EPathFollowingRequestResult::Type MoveToLocation(const FVector& Dest, float AcceptanceRadius = -1,
    bool bStopOnOverlap = true, bool bUsePathfinding = true,
    bool bProjectDestinationToNavigation = false, bool bCanStrafe = true,
    TSubclassOf<UNavigationQueryFilter> FilterClass = {}, bool bAllowPartialPath = true);

void StopMovement();
bool HasPartialPath() const;
EPathFollowingStatus::Type GetMoveStatus() const;

// Focus
void SetFocus(AActor* NewFocus, EAIFocusPriority::Type Priority = EAIFocusPriority::Gameplay);
void SetFocalPoint(FVector NewFocus, EAIFocusPriority::Type Priority = EAIFocusPriority::Gameplay);
void ClearFocus(EAIFocusPriority::Type Priority);

// Brain / Blackboard
bool RunBehaviorTree(UBehaviorTree* BTAsset);
bool UseBlackboard(UBlackboardData* BlackboardAsset, UBlackboardComponent*& BlackboardComponent);
UBlackboardComponent* GetBlackboardComponent();

// Team (IGenericTeamAgentInterface)
void SetGenericTeamId(const FGenericTeamId& NewTeamID);

// Delegate: FAIMoveCompletedSignature ReceiveMoveCompleted (RequestID, Result)
```

**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` |

```cpp
UBlackboardComponent* BB = GetBlackboardComponent();
BB->SetValueAsObject(TEXT("TargetActor"), SomeActor);
BB->SetValueAsVector(TEXT("LastKnownLocation"), Location);
BB->ClearValue(TEXT("TargetActor"));
bool bSet = BB->IsVectorValueSet(TEXT("PatrolLocation"));

// Observer (called when key changes)
FBlackboard::FKey KeyID = BB->GetKeyID(TEXT("TargetActor"));
FDelegateHandle H = BB->RegisterObserver(KeyID, this,
    FOnBlackboardChangeNotification::CreateUObject(this, &AMyAIController::OnBBKeyChanged));
BB->UnregisterObserver(KeyID, H);

// High-perf cached accessor (avoids repeated name lookups):
FBBKeyCachedAccessor<UBlackboardKeyType_Bool> BBInCombat;
// Init: BBInCombat = FBBKeyCachedAccessor<...>(*BBComp, KeyID);
// Use: bool b = BBInCombat.Get(); BBInCombat.SetValue(*BB, true);
```

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

```cpp
UCLASS()
class UMyBTTask_Attack : public UBTTaskNode
{
    GENERATED_BODY()
public:
    UMyBTTask_Attack() { NodeName = TEXT("Attack"); INIT_TASK_NODE_NOTIFY_FLAGS(); }
    UPROPERTY(EditAnywhere) FBlackboardKeySelector TargetKey;
protected:
    virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
    virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
    virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

EBTNodeResult::Type UMyBTTask_Attack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    AActor* Target = Cast<AActor>(
        OwnerComp.GetBlackboardComponent()->GetValueAsObject(TargetKey.SelectedKeyName));
    if (!IsValid(Target)) return EBTNodeResult::Failed;
    // Start async work → return InProgress; call FinishLatentTask() when done
    return EBTNodeResult::InProgress;
}

void UMyBTTask_Attack::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
    FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); // or Failed
}

EBTNodeResult::Type UMyBTTask_Attack::AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    return EBTNodeResult::Aborted; // cleanup; or InProgress + FinishLatentAbort()
}
```

### Custom Decorator

```cpp
UCLASS()
class UMyBTDecorator_CanSee : public UBTDecorator
{
    GENERATED_BODY()
public:
    UMyBTDecorator_CanSee()
    {
        INIT_DECORATOR_NODE_NOTIFY_FLAGS();
        bAllowAbortLowerPri = true; bAllowAbortChildNodes = true;
        FlowAbortMode = EBTFlowAbortMode::Both;
    }
    UPROPERTY(EditAnywhere) FBlackboardKeySelector TargetKey;
protected:
    virtual bool CalculateRawConditionValue(
        UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override
    {
        AActor* Target = Cast<AActor>(
            OwnerComp.GetBlackboardComponent()->GetValueAsObject(TargetKey.SelectedKeyName));
        return IsValid(Target) && OwnerComp.GetAIOwner()->LineOfSightTo(Target);
    }
};
```

### Custom Service

```cpp
UCLASS()
class UMyBTService_UpdateTarget : public UBTService
{
    GENERATED_BODY()
public:
    UMyBTService_UpdateTarget() { Interval = 0.5f; RandomDeviation = 0.1f; INIT_SERVICE_NODE_NOTIFY_FLAGS(); }
protected:
    virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override
    {
        TArray<AActor*> Hostiles;
        OwnerComp.GetAIOwner()->GetAIPerceptionComponent()->GetPerceivedHostileActors(Hostiles);
        AActor* Best = nullptr; float BestDist = FLT_MAX;
        FVector MyLoc = OwnerComp.GetAIOwner()->GetPawn()->GetActorLocation();
        for (AActor* A : Hostiles)
        {
            float D = FVector::Dist(MyLoc, A->GetActorLocation());
            if (D < BestDist) { BestDist = D; Best = A; }
    

Related in General