create_behavior_tree
Create a Behavior Tree asset to define AI decision-making logic using tasks, composites, decorators, and services in Unreal Engine.
Instructions
Create a Behavior Tree asset.
Behavior Trees define AI decision-making using a tree of Tasks, Composites (Sequence/Selector), Decorators, and Services.
Args: name: Behavior Tree asset name (e.g., "BT_EnemyAI") path: Content browser path
KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: create_behavior_tree(name="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| path | No | /Game/AI |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |