Unreal Engine 5 (UE 5.8) NPC AI with Behavior Trees, Blackboards, EQS and StateTree: decorators with Observer Aborts, C++ BTTask nodes and running trees from an AIController. Use for UE enemy AI, BT_, BB_ or EQS_ assets, "my AI just stands there" or "MoveTo fails". Not for engine-neutral BT or utility code (`ai-behavior-trees-utility-ai`) or choosing FSM vs BT (`game-ai`).
Install
KitScout test notes
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.
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