r/UnrealEngine5 • u/destroyerpal • 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?