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Behavior Tree For Ghost AI in Unreal Engine 5 | Horror Escape Game - Part 4 | Beginner Friendly

705 views· 25 likes· 21:02· Feb 4, 2026

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In this video, we saw How to make smart Enemy AI in Unreal Engine. How to make to use behavior tree to make Enemy Ai in Unreal Engine 5.. This video also includes How to make horror game in Unreal Engine. Download Project File: https://www.patreon.com/posts/complete-horror-149176525 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music used in this video: Teapot by Lukrembo Butter by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2235 ___________________________________________________________________________ unreal engine 5,ue5,horror game, tutorial, unreal engine horror game,first person horror game unreal engine 5,ue5 first person horror,ue5 beginner tutorial,ue5 how to make a horror game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy horror game,unreal engine 5 beginner game,unreal engine 5 how to make a horror game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make creature ai chase game tutorial, beginner 1st person horror game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

In part 4 of my Horror Escape Game series in Unreal Engine 5, I build a beginner-friendly Behavior Tree setup for a Ghost AI so it actually feels alive in the house. Up to this point the ghost only started moving when you entered its line of sight, but here I make it roam into random rooms using a Behavior Tree + custom AI Controller. I create a Ghost_BT, hook it up through a Ghost AI Controller (Run Behavior Tree on BeginPlay), and set Auto Possess AI to “Placed in World or Spawned” so it works even when the ghost is spawned. For roaming, I place Target Points around all floors, store them in an “Explore Points” TargetPoint array on the ghost (instant editable + expose to spawn), and then in a Roaming Task I pick a random index at runtime using array length (so I don’t hardcode values). I also add a quick check to avoid picking the same point twice, and I move the ghost using AI Move To with a small acceptance radius. After that, I introduce a proper state system using an Enum + Blackboard key (Roaming, Chasing, Lost, Attack, Follow) and decorators to switch sequences cleanly. Finally, I implement a “Lost” task that smoothly lerps the walking speed to 0 using a Blueprint Interface + Timeline, waits 5 seconds using a timer (with abort handling), and then switches back to roaming.

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