Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController.
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime unreal-behavior-trees --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .claude/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.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/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .claude/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-treesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime unreal-behavior-trees --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .agents/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .agents/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime unreal-behavior-trees --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .cursor/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .cursor/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/unreal-behavior-trees--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime unreal-behavior-trees --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .gemini/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .gemini/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime unreal-behavior-treesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .github/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .github/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill unreal-behavior-trees -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime unreal-behavior-trees --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/unreal-behavior-trees .opencode/skills/unreal-behavior-trees && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unreal-behavior-trees" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-behavior-trees into .opencode/skills/unreal-behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-behavior-trees", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unreal-behavior-treesBuild NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController.
Unreal Behavior Trees is an agent skill from ukanwat/overtime. Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT/BB assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/custom-bttask.md`). Compatibility notes: Unreal Engine 5.4+ (AIModule; Behavior Tree + Blackboard; NavMesh for movement)
It sits in Game Development, covering Game development. It works with Unreal Engine. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
dev.epicgames.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Engine 5.4+ (AIModule; Behavior Tree + Blackboard; NavMesh for movement)
From compatibility in the SKILL.md frontmatter.
Unreal Behavior Trees loads about 1.4k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 94 tokens; SKILL.md has 545 words of instructions outside code blocks.
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.
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.
The full file from ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 545 words, ~1,449 tokens.
.claude/skills/unreal-behavior-trees/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the tree with composites, gate branches with decorators, keep state current with services, and run it from an AIController. Targets UE 5.4+.
BT_/BB_ asset pair, structuring
Selector/Sequence branches, adding decorators (conditions) and services (periodic updates),
writing custom BTTask/BTService nodes, or wiring an AIController to run the tree.BT_) and Blackboard (BB_) assets and an
AAIController.When not to use: the concept of AI (FSM vs BT vs steering, cross-engine) →
game-ai. Pure navigation/pathing math is engine navmesh (BT's MoveTo uses it). Simple
one-off logic may be cheaper as a small state machine than a full tree.
BB_) holds typed keys (the AI's memory: TargetActor,
LastKnownLocation, bIsInvestigating); a Behavior Tree (BT_) references that Blackboard.AAIController possesses the pawn and calls RunBehaviorTree(BT),
which also initializes the referenced Blackboard.TargetActor via a sight check) only while that branch is active.Succeeded, Failed, or InProgress (latent tasks like
MoveTo finish later).void AEnemyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (BehaviorTree) // UPROPERTY(EditAnywhere) TObjectPtr<UBehaviorTree>
RunBehaviorTree(BehaviorTree); // initializes & uses the Blackboard the BT references
}ROOT
└── Selector (try combat, else investigate, else patrol)
├── Sequence [Decorator: Blackboard 'TargetActor' Is Set, Observer Aborts: Both]
│ ├── Task: MoveTo (TargetActor) // latent: returns InProgress then Succeeded
│ └── Task: Attack
├── Sequence [Decorator: 'LastKnownLocation' Is Set]
│ ├── Task: MoveTo (LastKnownLocation)
│ └── Task: Wait (3s) + clear key
└── Task: Patrol (BTTask_FindPatrolPoint -> MoveTo)Observer Aborts: Both makes the combat branch interrupt patrol the instant TargetActor is
set, and bail out when it's cleared — this is what makes the AI feel reactive.
void AEnemyAIController::SetTarget(AActor* Target)
{
if (UBlackboardComponent* BB = GetBlackboardComponent())
BB->SetValueAsObject(TEXT("TargetActor"), Target); // key name must match the BB asset
}
// Clear with BB->ClearValue(TEXT("TargetActor")); to drop back to a lower-priority branch.RunBehaviorTree was never called.MoveTo instantly fails — no NavMesh in the level (add a Nav Mesh Bounds Volume), or the
target is off the navmesh.InProgress and never calls
FinishLatentTask. Always complete latent tasks.SetValueAsObject("Taget", ...) silently does nothing; match the
key name and type exactly, or use a cached FBlackboardKeySelector.UBTTaskNode (instant and latent ExecuteTask returning EBTNodeResult,
with a FBlackboardKeySelector), read references/custom-bttask.md.https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine).game-ai — engine-agnostic AI design (FSM, BT, steering, pathfinding choices).unreal-cpp-gameplay — the AIController and pawn classes in C++.fps-shooter / tower-defense — genres that compose enemy AI.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/unreal-behavior-trees of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Unreal 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Behavior Trees this skillukanwat/overtime | 387 | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Unreal Animation Bone Editorkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Works with
Categories
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Unreal Behavior Trees is an agent skill from ukanwat/overtime. Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController.
Unreal Behavior Trees fits situations like: creating enemy/NPC AI; BTService nodes; the user mentions Behavior Tree.
Run `npx skills add ukanwat/overtime --skill unreal-behavior-trees -a claude-code`. Or copy the skill folder (.claude/skills/unreal-behavior-trees in ukanwat/overtime) into .claude/skills/unreal-behavior-trees in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill unreal-behavior-trees -a codex`. Or copy the skill folder (.claude/skills/unreal-behavior-trees in ukanwat/overtime) into .agents/skills/unreal-behavior-trees in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill unreal-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/unreal-behavior-trees, .gemini/skills/unreal-behavior-trees, .github/skills/unreal-behavior-trees and .opencode/skills/unreal-behavior-trees in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Behavior Trees is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (AIModule; Behavior Tree + Blackboard; NavMesh for movement).
SKILL.md names 1 domain. In commands or code: dev.epicgames.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.
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.
Unreal Behavior Trees is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.4k tokens (SKILL.md is roughly 5.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 921 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unreal Behavior Trees: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.