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Behavior Tree Agent

Aura can create, inspect, and edit Unreal Engine Behavior Tree assets. It can currently handle Selectors, Sequences, Tasks, Decorators, Services, and Blackboard keys.

ℹ️ Make sure you're in Agent mode to use the Behavior Tree Agent.

⚠️ The Behavior Tree Agent is in alpha. Save and back up your project regularly.

Creating a Behavior Tree

Switch to Agent mode and describe the AI behavior you want. Aura will create the Behavior Tree and Blackboard assets, wire up the nodes, and save them to your project.

Examples

  • "Create a simple Behavior Tree for a patrol enemy with idle and chase states."

  • "Create a Behavior Tree for an enemy that wanders randomly, chases the player when in range, and retreats when health is low."

💡 The more specific you are, the better the result. The structure of a Behavior Tree can vary significantly depending on which node types and conditions you want. If you describe only the high-level behavior, Aura may produce something that looks plausible but doesn't work as intended. Describe the specific nodes, conditions, and tree structure you have in mind when you can.

Editing and Inspecting Behavior Trees

Aura can make targeted edits to existing Behavior Trees and explain what a tree does.

Examples

  • "Add a decorator to the chase sequence that checks if the player is within 500 units."

  • "Add a Blackboard key 'TargetActor' of type Object."

  • "What does my EnemyBT behavior tree do?"

  • "Add a cooldown decorator to the attack task."

💡 Aura is well-suited for iterative edits. If something isn't quite right, it's usually easier to ask for a targeted fix than to start over.

Workflow Tips

  • Start simple, then build up. A basic patrol/chase tree is a good starting point. Add decorators, services, and tasks in follow-up prompts once the structure is in place.

  • Name your assets in the prompt. Referencing your Blackboard and Behavior Tree by name (e.g., @EnemyBB, @EnemyBT) helps Aura target the right asset.

  • Describe conditions explicitly. Instead of "chase the player when close," say "add a decorator that checks if the player is within 500 units using a Blackboard key comparison."

  • Use Blueprint Tasks for custom logic. If you need behavior that isn't a built-in BT node, ask Aura to create a Blueprint Task or Service alongside the tree.

Current Limitations

We're actively working on improving Aura's Behavior Tree capabilities. It'll only get better from here!

EQS (Environment Query System)

Aura is not yet reliably capable of creating new EQS assets from scratch. You can reference existing EQS queries in a Behavior Tree, but you'll need to describe the specific node types and properties you want in detail for best results.

Perception System

Aura has limited understanding of Unreal's built-in AI Perception system. If your Behavior Tree logic relies on forwarding perception stimuli (like sight or hearing) to a Blackboard key, you may need to guide Aura or set that part up manually.

Blueprint Tasks and Services

Aura may lean toward implementing behavior in custom Blueprint Tasks rather than using equivalent built-in BT nodes. This isn't wrong, but if you want to use native nodes, be explicit about it.

Agent selection

On some requests, Aura may initially reach for the Python Agent instead of the Behavior Tree Agent. If this happens, clarify in your follow-up: "Use the Behavior Tree tools directly, not Python."

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