Behavioral Tree Key Selector Dropdown Not Working – Cannot Assign NPC Target to AI Enemy Task (UE 5.6)

Hi Unreal Support,

I’m currently working on a project in Unreal Engine 5.6, and I’m running into a consistent issue when trying to assign an Actor reference to an AI Blackboard Key Selector inside a custom Task. Here’s the problem:

Goal:

I want an AI enemy bot to follow an NPC character by setting that NPC as the target in the Blackboard and Behavior Tree. However, the key dropdown inside the task (Key Selector) remains grayed out and doesn’t let me assign any value.

The Issue:

  • In the custom Behavior Tree Task, the Blackboard Key Selector dropdown always shows “None” and is uneditable.
  • I’ve set the Blackboard Key as:
  • Type:Object
  • Base Class:*Actor
  • Exposed on Spawn:**
  • Instance Editable:
    I’ve double-checked that the key exists in the Blackboard and matches the same type (Object → Actor).
    I’ve recreated this setup multiple times in new blueprints and even new Behavior Trees, but the problem persists.
    Even when trying alternative data types (e.g., using a Name/String and manually entering the key), it still doesn’t work.
    The same setup works fine when trying to get the AI to follow the player, but not when targeting another NPC.

Attached are screenshots of:

  • The Blackboard Key setup (Object → Actor)
  • The Task Blueprint using the Key Selector
  • The Set Blackboard Value as Vector node not allowing key assignment
  • The Default Value dropdown staying on “None” despite setup


image

Ok… You should leave the default value of your TargetActorFollowKey to None in your task bluepring. You don’t set it there.

Add your task to your Blackboard and in its details you should see the exposed blackboard key selector (you’ve already set it up correctly so it should be shown there):

P.S.
Now I’m not sure why would you want to set a vector blackboard key in your task, but this is not how you do it. Try this instead: