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BT HealthBelow - use the stock blackboard + decorator pattern

TL;DR: Unreal Engine ships everything you need: a Float blackboard key + a Blackboard-Compare decorator. No LCM Nav3D variant.

Pattern

  1. In your Blackboard asset: add a Float key CurrentHealth.
  2. In your AI controller / game code: write CurrentHealth whenever damage is applied.
  3. In your BT graph: add a Blackboard decorator to the "retreat" / "panic" sequence. Set:
    • Key: CurrentHealth
    • Notify Observer: On Value Change (so the decorator re-evaluates immediately on damage)
    • Operator: Is Less Than
    • Value: 30.0 (or whatever threshold)

That's the canonical UE5 way of doing "if health below X, do Y."

If you want a GameplayTag-based pattern

For projects using GAS where health states are tags (e.g. Status.Bleeding, Status.LowHealth), use the stock UBTDecorator_CheckGameplayTagsOnActor. Same semantics, tag-driven.

Why we didn't ship LCM_BTDecorator_HealthBelow

The stock blackboard-compare decorator covers the exact same functionality with one extra dropdown (the comparison operator) - which actually gives the buyer more flexibility (> < <= >= ==) than a fixed "below threshold" LCM Nav3D decorator. The audit classified this as a partial overlap; the buyer-experience answer is to lean on stock.

The LCM Nav3D StateTree variant FLcmSTCondition_HealthBelow is kept for ergonomic parity (named clearly in the StateTree node picker), but its underlying behaviour is also "float compare" - stock-equivalent.

If your "should I retreat" gate isn't health-based but threat-field-based, the LCM Nav3D-unique surface gives you better options: