set_behavior_tree_blackboard
Assign a Blackboard asset to a Behavior Tree to set the single source of truth for AI state, enabling reliable use of decorators, services, and EQS tasks that depend on keys.
Instructions
Assign a Blackboard asset to a Behavior Tree.
Behavior Trees should have one explicit Blackboard source of truth for target, patrol, perception, and combat state. Use this after creating or repairing BT/Blackboard assets, then inspect the tree before adding decorators, services, or EQS tasks that depend on keys.
Args:
behavior_tree_name: Behavior Tree asset name, e.g. BT_EnemyAI
blackboard_name: Blackboard asset name, e.g. BB_EnemyAI
KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: set_behavior_tree_blackboard(behavior_tree_name="BT_EnemyAI", blackboard_name="BB_EnemyAI")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blackboard_name | Yes | ||
| behavior_tree_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |