You can open the Behavior Tree Editor by going to RAIN → Behavior Tree → Behavior Tree Editor.
The left hand of the Behavior Tree Editor is where you create, delete, and reorganize your tree. You can also right click on any node for some additional options.
The right hand side is an inspector for any properties the currently selected node may have. There is also a Reload button that can be used to reset/refresh the Behavior Tree Editor, and a drop down menu for the selection and creation of behavior trees.
The context menu may change depending on what node is right clicked on, so not all of these options will be available all the time.
There are three main types of nodes: Containers, Actions, and Goal-Oriented Behavior (GOB).
Containers such as Sequencers and Selectors, are used to define how the AI chooses between a set of possible options and to describe how to execute a sequence of tasks that work together.
Actions are used to deliver instructions to the AI to execute game logic or trigger an event in the game world. This can be anything from playing a sound effect, starting an animation, moving, or just executing some custom code.
Goal-Oriented Behavior nodes are used to create higher level AI.