
Why Unreal Engine AI Uses Controller, Behavior Tree, and Blackboard
I tried building AI directly inside the Character Blueprint. It worked for simple tests. But once behavior became complex, everything got messy. This post is part of my daily learning journey in game development. I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner. On Day 79 of my game development journey, I explored how AI systems are structured in Unreal Engine . What I Used to Think At first, I thought everything should live inside the Character Blueprint . Movement, detection, and attack logic — all in one place. But as soon as I added more behaviors, the Blueprint became difficult to manage. That’s when I started using Unreal’s built-in AI framework. What I Realized Unreal separates AI into multiple systems, each with a clear role. Character Blueprint → the physical body in the world AI Controller → the brain that controls the character Behavior Tree → the decision-making system Blackboard → memory storage for i
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