Agent skill

Behavior Trees

by kevinpbuckley in kevinpbuckley/VibeUE

Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…

MITAuto-check passedGame Development

Install Behavior Trees

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE behavior-trees --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/behavior-trees .claude/skills/behavior-trees && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
behavior-trees
GitHub stars
726
Token cost
~1.9k tokens
SKILL.md length
662 words
Files
1
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…

  • The user asks to build a Behavior Tree
  • SKILL.md covers The golden workflow, Node paths — the addressing…, Things that are not obvious… and Round-trips, repair, safety, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Bind blackboard keys

What it does

Behavior Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the user asks to build a Behavior Tree, add BT nodes or decorators, bind blackboard keys, author a blackboard, or validate/repair a BT asset.

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to build a Behavior Tree
  • Bind blackboard keys
  • Author a blackboard
  • Validate/repair a BT asset

Example prompts

  • “/behavior-trees”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Behavior Trees loads about 1.9k tokens when it runs. Until then it costs about 103 tokens; SKILL.md has 662 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~103
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 662 words, ~1,876 tokens.

Download SKILL.mdSave it as .claude/skills/behavior-trees/SKILL.md (or your agent's skills folder).
name
behavior-trees
description
Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the user asks to build a Behavior Tree, add BT nodes or decorators, bind blackboard keys, author a blackboard, or validate/repair a BT asset.
display_name
Behavior Trees & Blackboards
vibeue_classes
BehaviorTreeService, BlackboardService
unreal_classes
UBehaviorTree, UBlackboardData, UBTNode, UBTCompositeNode, UBTTaskNode, UBTDecorator, UBTService
keywords
behavior tree, behaviour tree, blackboard, bt, btt, btd, bts, composite, selector, sequence, simple parallel, decorator, service, task, blackboard key, key…

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "ai-and-navigation"} for UE domain knowledge on Behavior Trees — architecture, node semantics, best practices. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Behavior Trees Skill

Two services, reachable from Python (unreal.BehaviorTreeService.*, unreal.BlackboardService.*) and as AICallable tools:

BlackboardService     → UBlackboardData assets: create, key CRUD, metadata, re-parenting
BehaviorTreeService   → UBehaviorTree assets: structure, sub-nodes, properties, build, validate

Discover exact signatures with discover_python_class('unreal.BehaviorTreeService') — this skill teaches the concepts and the gotchas, not the call shapes.

The golden workflow

python
import unreal
BT = unreal.BehaviorTreeService
BB = unreal.BlackboardService

# 1. Blackboard first — key bindings resolve against the TREE'S board, so assign it at creation.
BB.create_blackboard("/Game/AI/BB_Guard")
BB.add_blackboard_key("/Game/AI/BB_Guard", "TargetActor", "Object")
BB.set_blackboard_key_object_class("/Game/AI/BB_Guard", "TargetActor", "/Script/Engine.Actor")

# 2. Tree on that board.
BT.create_behavior_tree("/Game/AI/BT_Guard", "/Game/AI/BB_Guard")

# 3. Structure. Every mutator returns the new node's PATH (or "ERROR: ...").
sel = BT.add_node("/Game/AI/BT_Guard", "Root", "BTComposite_Selector")          # Root/Selector[0]
seq = BT.add_node("/Game/AI/BT_Guard", sel, "BTComposite_Sequence")
wait = BT.add_node("/Game/AI/BT_Guard", seq, "BTTask_Wait")

# 4. Properties and bindings.
BT.set_node_property_value("/Game/AI/BT_Guard", wait, "WaitTime", '(DefaultValue=3.5,Key="")')
dec = BT.add_decorator("/Game/AI/BT_Guard", seq, "BTDecorator_Blackboard")
BT.set_node_blackboard_key("/Game/AI/BT_Guard", dec, "BlackboardKey", "TargetActor")

# 5. Verify.
print(BT.validate_tree("/Game/AI/BT_Guard"))   # [] == clean
print(BT.get_tree("/Game/AI/BT_Guard"))        # whole tree as JSON

Every mutator saves the asset itself — there is no separate "commit" step to forget. compile_and_save exists for re-running layout + save on a tree edited some other way.

Node paths — the addressing scheme

  • Root/Selector[0]/Sequence[1]/Wait[0] — segments are node TITLES with an index among same-named siblings. Root is a keyword (the graph root), not a title.
  • Sub-nodes: <owner path>/@decorator[n] / <owner path>/@service[n] — by slot, in order.
  • Paths are positional, not identities. Inserting/removing a sibling renumbers later ones; renaming a node changes its segment. Hold the node's guid (from GetTree/GetNodeInfo) across edits, and re-read GetTree after a rename. set_node_name refuses names the grammar cannot express (/, leading @, trailing [n]) — on both the direct route and via the NodeName property.

Things that are not obvious and will bite you

  • WaitTime and friends are structs. In UE 5.8 many numeric BT properties are FValueOrBBKey_*: pass '(DefaultValue=3.5,Key="")', not '3.5'. Read the current value first (get_node_property_value) and mirror its shape.
  • Blackboard key selectors are not values. Always set_node_blackboard_key, never set_node_property_value, for anything get_node_property_names flags bIsBlackboardKeySelector. The service validates the key's TYPE against the selector's filter up front — a mistyped binding would otherwise resolve, read back fine, and be silently cleared by the engine on the next save.
  • SimpleParallel has two fixed slots, not a child list: slot 0 = main task (tasks only), slot 1 = background branch. The engine refills an empty background slot with a Wait task on every save, so the background branch can only ever be REPLACED (add_node(parallel, cls, 1)), never removed or moved away.
  • Root-level decorators go on the top composite (the node under Root), not on Root itself — add_decorator(asset, "Root/Selector", ...) is the correct call and the refusal message on Root says so.
  • set_node_property_value verifies after the save. ValueAfterWrite is re-read from the asset, not echoed; if the engine rewrote the value at save time the call reports failure and tells you what is actually on disk. Trust it.
  • Injected nodes (from RunBehavior subtrees) are read-only everywhere. Edit the subtree asset.
  • Comments: set_node_comment writes the graph comment bubble — annotation only, survives GetTree→BuildTree round-trips. Use it to record WHY a subtree exists.
Show full SKILL.md (232 more words)Show less

Round-trips, repair, safety

  • get_tree → edit the JSON → build_tree(target, json, bReplaceExisting) replays it through the ordinary mutators. One save per node/property — fine for tens of nodes, not a bulk-import path for thousands. With bReplaceExisting=true the result's PreReplaceSnapshot holds the target's previous tree; if the build fails midway, feed that snapshot back to build_tree to restore.
  • Composite (logic-operator) decorators cannot be recreated by BuildTree (editor-only sub-graphs; reported per-node) — author those in the BT editor.
  • Writes are refused while PIE runs, while an editor is open on the asset, and when the commit would destroy or crash on the runtime tree (sparse graph / instance-less root). Refusals name the mechanism and the fix; read them.
  • repair_graph_from_runtime_tree rebuilds a sparse editor graph from the runtime tree — explicit, never implicit. validate_tree is the read-only diagnostic sweep (orphans, broken key bindings at any nesting depth, empty composites, misplaced sub-nodes).

Blackboards beyond key CRUD

  • set_blackboard_key_instance_synced, set_blackboard_key_metadata (category + description), set_blackboard_parent (cycle- and shadowing-checked) — all post-creation editable.
  • find_blackboard_key_references(board, key) lists every BT selector bound to a key, formatted <btPath>:<node>.<property> — run it BEFORE remove_blackboard_key or rename_blackboard_key; rename returns the same list after the fact (those bindings broke).
  • SelfActor on a parent-less board is engine-persistent and cannot be removed.
  • Blueprint node classes (BTT_*, BTD_*, BTS_*) are created with the blueprints skill (parent class BTTask_BlueprintBase etc.); get_available_node_types lists them once they exist, and add_node resolves them by short name, _C name, or full object path.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Content/Skills/behavior-trees of kevinpbuckley/VibeUE.

Open the folder on GitHubat commit dc051be

Compare with similar skills

Behavior Trees next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Behavior Trees compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Behavior Trees this skillkevinpbuckley/VibeUE726—~1.9kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Behavior Trees

What does Behavior Trees do?

Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…. Behavior Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService).

When should I use Behavior Trees?

Behavior Trees fits situations like: the user asks to build a Behavior Tree; bind blackboard keys; author a blackboard; validate/repair a BT asset.

How do I install Behavior Trees in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a claude-code`. Or copy the skill folder (Content/Skills/behavior-trees in kevinpbuckley/VibeUE) into .claude/skills/behavior-trees in your project. Claude Code loads it when a task matches its description.

How do I install Behavior Trees in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a codex`. Or copy the skill folder (Content/Skills/behavior-trees in kevinpbuckley/VibeUE) into .agents/skills/behavior-trees in your project. Codex loads it when a task matches its description.

Can I use Behavior Trees in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/behavior-trees, .gemini/skills/behavior-trees, .github/skills/behavior-trees and .opencode/skills/behavior-trees in your project.

What does Behavior Trees need to run?

SKILL.md names no scripts, command-line tools or credentials: Behavior Trees is instructions for the agent only. Our summary lists: Python 3.

Does Behavior Trees access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Behavior Trees safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Behavior Trees use?

Behavior Trees is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Behavior Trees use?

About 1.9k tokens (SKILL.md is roughly 7.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Behavior Trees?

Skills that share tags, products or a category with Behavior Trees: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Behavior Trees?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 726 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.