{"version":"1.0","provider_name":"Game Foundry Studio Blog","provider_url":"https:\/\/crdg.jp\/studio-tech-1\/en","author_name":"Studio Member","author_url":"https:\/\/crdg.jp\/studio-tech-1\/en\/author\/fukui\/","title":"Behavior Tree based NPC AI in Unreal Engine 5 - Game Foundry Studio Blog","type":"rich","width":600,"height":338,"html":"<blockquote class=\"wp-embedded-content\" data-secret=\"31yXkrKeq1\"><a href=\"https:\/\/crdg.jp\/studio-tech-1\/en\/2025\/06\/19\/3531\/\">Behavior Tree based NPC AI in Unreal Engine 5<\/a><\/blockquote><iframe sandbox=\"allow-scripts\" security=\"restricted\" src=\"https:\/\/crdg.jp\/studio-tech-1\/en\/2025\/06\/19\/3531\/embed\/#?secret=31yXkrKeq1\" width=\"600\" height=\"338\" title=\"&#8220;Behavior Tree based NPC AI in Unreal Engine 5&#8221; &#8212; Game Foundry Studio Blog\" data-secret=\"31yXkrKeq1\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\" class=\"wp-embedded-content\"><\/iframe><script>\n\/*! This file is auto-generated *\/\n!function(d,l){\"use strict\";l.querySelector&&d.addEventListener&&\"undefined\"!=typeof URL&&(d.wp=d.wp||{},d.wp.receiveEmbedMessage||(d.wp.receiveEmbedMessage=function(e){var t=e.data;if((t||t.secret||t.message||t.value)&&!\/[^a-zA-Z0-9]\/.test(t.secret)){for(var s,r,n,a=l.querySelectorAll('iframe[data-secret=\"'+t.secret+'\"]'),o=l.querySelectorAll('blockquote[data-secret=\"'+t.secret+'\"]'),c=new RegExp(\"^https?:$\",\"i\"),i=0;i<o.length;i++)o[i].style.display=\"none\";for(i=0;i<a.length;i++)s=a[i],e.source===s.contentWindow&&(s.removeAttribute(\"style\"),\"height\"===t.message?(1e3<(r=parseInt(t.value,10))?r=1e3:~~r<200&&(r=200),s.height=r):\"link\"===t.message&&(r=new URL(s.getAttribute(\"src\")),n=new URL(t.value),c.test(n.protocol))&&n.host===r.host&&l.activeElement===s&&(d.top.location.href=t.value))}},d.addEventListener(\"message\",d.wp.receiveEmbedMessage,!1),l.addEventListener(\"DOMContentLoaded\",function(){for(var e,t,s=l.querySelectorAll(\"iframe.wp-embedded-content\"),r=0;r<s.length;r++)(t=(e=s[r]).getAttribute(\"data-secret\"))||(t=Math.random().toString(36).substring(2,12),e.src+=\"#?secret=\"+t,e.setAttribute(\"data-secret\",t)),e.contentWindow.postMessage({message:\"ready\",secret:t},\"*\")},!1)))}(window,document);\n\/\/# sourceURL=https:\/\/crdg.jp\/studio-tech-1\/en\/wp-includes\/js\/wp-embed.min.js\n<\/script>\n","thumbnail_url":"https:\/\/crdg.jp\/studio-tech-1\/en\/wp-content\/uploads\/2023\/10\/BLOG1200\u00d7630.png","thumbnail_width":1200,"thumbnail_height":630,"description":"Introduction In a previous article, I\u2019ve introduced the basic concept of Behavior Trees. In this one, we look into how we could control an AI character with BTs in Unreal Engine 5. If you already have a project with an NPC character, you can use that, but to make this easy to understand for everyone, I will start from an empty Third Person template project. The goal In this example, we will make the NPC [&hellip;]Read more"}