Behavior tree addon for Godot 4 that gives enemy and NPC logic a visible structure instead of a growing pile of state booleans. Trees are built as node hierarchies in the scene tree, so composites, decorators, and leaf actions are editable and inspectable with the normal editor tooling. MIT licensed, which means it can ship inside a closed commercial build with no source obligation.
At a glance
Licence
MIT
Commercial use
commercial OK
Credit
Not required
Status
active: License spot-checked at the source; the entry carries dated evidence.
Trees live in the scene tree as real nodes, so the editor debugger shows which branch is ticking, which is the main practical advantage over a hand-rolled state machine
Ticks are driven by a BeehaveTree node; throttle it on a timer rather than every frame for crowds
Leaf actions are GDScript classes you write, so the addon is structure, not behavior; budget time for the actions themselves
MIT requires the copyright notice be included somewhere in your distribution, commonly a third-party credits screen; this is not user-facing attribution in the CC-BY sense
Overlaps with LimboAI in purpose; Beehave is pure GDScript and installs by copying a folder, LimboAI ships as a compiled extension
Evidence
LICENSE in the repository, godot-4.x branch (2026-08-24): "MIT License Copyright (c) 2023 bitbrain"
Same file (2026-08-24): "to deal in the Software without restriction"