Blueprints · AI · Behavior Trees

UE Blueprints 102: Build Your First Enemy AI

Build a patrol-and-chase enemy AI using Unreal Blueprint behavior trees in 15 minutes — no C++ required.

⏱ 15 MIN✦ BEGINNER–INTERMEDIATEBlueprints Only
After this course

What You'll Learn

  • Set up a Behavior Tree and connect it to an AI Controller
  • Create patrol waypoints with a Blackboard-driven patrol task
  • Add a Sight and Hearing AI Perception component to detect the player
  • Chase and attack the player on detection using custom BTTasks
  • Return to patrol automatically when the player breaks line of sight
Lesson structure

Course Outline

01
Create the AI Controller & Behavior Tree
Scaffold the three core assets: AIController, BehaviorTree, Blackboard
02
Build the Patrol Task
Write a BTTask_Patrol node that moves the enemy between waypoints
03
Add AI Perception
Configure Sight and Hearing senses on the AI Pawn
04
Write the Chase Logic
Update Blackboard keys on perception and wire a BTTask_Chase
05
Attack on Reach
Trigger a melee attack montage when the enemy reaches the player
06
Play In Editor — It Hunts!
Test patrol, detection, chase, and attack in a single PIE session
Overview

About This Course

Most AI tutorials throw you into C++ EQS queries before you've even heard of a Blackboard. This one skips all of that. You'll wire up a complete patrol-and-chase enemy using only the Blueprint editor — Behavior Tree, Blackboard, AI Perception, and custom BTTasks included.

Ideal if you've done Blueprints 101 or already know your way around the editor. By the end you'll have a fully functional enemy that patrols, detects, chases, and attacks — and you'll understand every node that makes it work.

UE Blueprints 102
15 min · Beginner–Intermediate
Get Instant Access — $9