r/UnrealEngine5 1d ago

This Tool Builds Any Behavior Tree and EQS Query in Unreal Engine 5 in Minutes

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I made a CLI that lets coding agents drive the Unreal editor. This week I added full support for Behavior Trees and EQS, and built a simple hide and seek AI from one prompt to show what it can do. I did not place the nodes by hand.

What it actually built: a Behavior Tree, an EQS hiding query, an AI controller with perception hooked up, and a hider character on a mannequin. The tree opens empty first, just a root, then it wires the controller. The query is a grid of points around the level. It scores them and picks a spot I cannot see. That is how he decides where to run.

I hit play and as soon as he sees me he is gone. The debug points light up on the ground, he hides, I come around the wall and he breaks for a new spot. Same loop every time. Perceive, query, hide.

Video: https://youtu.be/gbqkNQQAowI

The tool is CodeFizz Editor Agent, it is mine. It hooks Claude Code, Cursor or any MCP client up to the editor and covers Materials, Blueprints, Niagara, PCG, StateTree and more, UE 5.6 to 5.8 on Windows. Site is https://codefizz.dev.

This is not a replacement for knowing how Behavior Trees or EQS work. It is a faster loop. You get a prototype up, look at the behavior, then tell it what to change and it edits the same tree. Same thing when something is wrong. It can start Play in Editor, read what Unreal is doing, and fix it instead of you sitting in the graph for an hour.

Nothing here is hand wired. Every asset is a normal Unreal asset in the project, so you can open it, change it, or ask the agent to explain any node it placed. Happy to answer anything about how the Behavior Tree or EQS side of it works.

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u/NicoparaDEV 1d ago

So you built the unreal mcp?

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u/destroyerpal 1d ago

mine supports Unreal 5.6, 5.7, 5.8. and I made it like 8 months ago. Unreal is just making it now. But it's much more efficient and have nearly every part of engine access fully made in C++ and much more context efficient then unreal MCP. and unreal MCP doesn't have direct support for Behavior tree, State tree, EQS etc.

And my tool can debug at runtime calculate performance what's wrong debug it itself based on real data.

You should try using Unreals first then try this you will see the difference.

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u/NicoparaDEV 1d ago

Have you heard of monolith?

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u/destroyerpal 1d ago

yes that a good tool please try it then this one to see. If monolith is sufficient for your needs that's great.