Unreal Behavior Trees Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the tree with composites, gate branches with decorators, keep state current with services, and run it from an AIController. Targets UE 5.8 . When to use - Use when building enemy/NPC AI: creating a / asset pair, structuring Selector/Sequence branches, adding decorators (conditions) and services (periodic updates), writing custom / nodes, or wiring an AIController to run the tree. - Use when the project has Behavior Tree ( ) and Blackboard ( ) assets and an . When not to use: the conce…