Navigation & navmesh
Every AI move-to call, every EQS pathfinding test, every MoveTo on an AAIController ultimately
Behavior trees & blackboard
A Behavior Tree (UBehaviorTree) is a re-entrant tree of nodes that gets re-evaluated every tick from
Environment query system
A Behavior Tree decorator can ask "is there a target?" but it can't cheaply ask "which of these fifty
AI controller & perception
AAIController is the non-player analog of APlayerController — it possesses a pawn and is the thing
StateTree
StateTree is Epic's newer general-purpose execution graph — a hierarchical state machine that borrows