manage_ai
Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems in Unreal Engine.
Instructions
Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Name identifier. | |
| path | No | Directory path for asset creation. | |
| action | Yes | AI action to perform | |
| nodeId | No | ID of the node. | |
| teamId | No | Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.). | |
| keyName | No | Name of the key. | |
| keyType | No | Blackboard key data type. | |
| toState | No | Target state name. | |
| taskType | No | Task node type. | |
| testType | No | EQS test type. | |
| enumClass | No | Enum class for Enum keys. | |
| fromState | No | Source state name. | |
| queryPath | No | Path to EQS query asset. | |
| slotIndex | No | Index of slot to configure. | |
| stateName | No | Name of the state. | |
| testIndex | No | Index of test to configure. | |
| configPath | No | Path to config asset. | |
| massTraits | No | List of Mass traits to add. | |
| slotOffset | No | Local offset for slot. | |
| contextType | No | EQS context type. | |
| parentClass | No | Parent class for AI controller (default: AAIController). | |
| serviceType | No | Service node type. | |
| sightConfig | No | AI sight sense configuration. | |
| slotEnabled | No | Whether slot is enabled. | |
| damageConfig | No | AI damage sense configuration. | |
| parentNodeId | No | ID of the node. | |
| slotRotation | No | Local rotation for slot. | |
| slotUserTags | No | Required user tags for slot. | |
| testSettings | No | Test scoring and filter settings. | |
| blueprintPath | No | Blueprint asset path. | |
| compositeType | No | Composite node type. | |
| decoratorType | No | Decorator node type. | |
| dominantSense | No | Dominant sense for perception prioritization. | |
| generatorType | No | EQS generator type. | |
| hearingConfig | No | AI hearing sense configuration. | |
| stateTreePath | No | Path to State Tree asset. | |
| blackboardPath | No | Path to blackboard asset. | |
| controllerPath | No | Path to controller blueprint. | |
| definitionPath | No | Path to definition asset. | |
| massProcessors | No | List of Mass processors to configure. | |
| nodeProperties | No | Properties to set on the node. | |
| stateTaskClass | No | Task class for state. | |
| baseObjectClass | No | Base class for Object/Class keys. | |
| customTaskClass | No | Custom task class path for Custom task type. | |
| spawnerSettings | No | Mass spawner configuration. | |
| behaviorTreePath | No | Path to behavior tree asset. | |
| isInstanceSynced | No | Sync key across instances. | |
| slotActivityTags | No | Activity tags for the slot. | |
| generatorSettings | No | Generator-specific settings. | |
| customServiceClass | No | Custom service class path. | |
| autoRunBehaviorTree | No | Start behavior tree automatically on possess. | |
| stateEvaluatorClass | No | Evaluator class for state. | |
| transitionCondition | No | Condition expression for transition. | |
| customDecoratorClass | No | Custom decorator class path. | |
| slotBehaviorDefinition | No | Gameplay behavior definition for slot. |