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UBehaviorTree

class AIModule Since 4.0
#include "BehaviorTree/BehaviorTree.h"

Description

A data asset that defines an AI's decision-making logic as a tree of composites, tasks, decorators, and services. Executed at runtime by a UBehaviorTreeComponent.

Caveats & Gotchas

  • UBehaviorTree is a data asset authored in the editor — you do not construct or modify it at runtime from C++.
  • The Blackboard asset associated with the tree is set in the editor. RunBehaviorTree() will initialize it automatically.
  • Subtrees are supported via the Run Behavior task node, allowing reusable logic to be shared across trees.

Example

Reference a behavior tree in an AIController C++
UPROPERTY(EditDefaultsOnly, Category="AI")
UBehaviorTree* PatrolTree;

// In OnPossess:
RunBehaviorTree(PatrolTree);

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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