set_behavior_tree_root
Assign a new Selector or Sequence composite as a BehaviorTree's RootNode and save the asset. This lets you restructure AI behavior trees in Unreal Engine.
Instructions
Set a BehaviorTree's RootNode to a new composite (Selector or Sequence) and save.
Returns: { behavior_tree_path: string, composite: string, has_root_node: bool, root_node_class: string, saved: bool, save_error: string? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| composite | No | Root composite type: "Selector" or "Sequence" (optional, default "Selector") | |
| behavior_tree_path | Yes | Path to the UBehaviorTree asset. |