run_behavior_tree
Starts a BehaviorTree asset on an AIController or its possessed pawn in the Unreal Editor world, returning started status and controller. Use it to trigger AI logic in editor, not PIE.
Instructions
Start a BehaviorTree asset with AAIController::RunBehaviorTree on an AIController or the pawn it possesses. The actor is searched in the editor world only, never PIE, where pawns are not auto-possessed, so it usually errors with no AIController. Returns started and ai_controller; nothing is saved.
Returns: { actor_name: string, behavior_tree_path: string, started: bool, ai_controller: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Object name or label of the pawn or AIController in the editor world (first match). | |
| behavior_tree_path | Yes | Asset path of the UBehaviorTree, e.g. "/Game/AI/BT_Enemy"; a bare asset name is not resolved. |