# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md

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## [About the AI category](https://forums.unrealengine.com/t/about-the-ai-category/248456)

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**Author:** [@SkyeEden](https://forums.unrealengine.com/u/SkyeEden)\
**Replies:** 0\
**Last updated:** [September 1, 2021, 1:22pm UTC](https://forums.unrealengine.com/t/about-the-ai-category/248456 "2021-09-01T13:22:21Z")

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All things artificial intelliegence, EQS, behavior trees, AI Perception, and AI debugging.

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## [Navmesh cracks in irregular geometry such as hills](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907)

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**Author:** [@anonymous\_user\_f519f153](https://forums.unrealengine.com/u/anonymous_user_f519f153)\
**Replies:** 5\
**Last updated:** [November 15, 2026, 7:22am UTC](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907 "2026-11-15T07:22:28Z")

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We are building the NPCs in our game to use the nav mesh for navigation. However, they frequently get stuck on the cracks of navmesh in our level, which largely comprises of hilly and irregular elevation. Is there any v…

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## [Proposal for Unreal Engine: An AI-Powered Development Ecosystem ](https://forums.unrealengine.com/t/proposal-for-unreal-engine-an-ai-powered-development-ecosystem/2855877)

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**Author:** [@kakashihatakeofc](https://forums.unrealengine.com/u/kakashihatakeofc)\
**Replies:** 0\
**Last updated:** [November 14, 2026, 4:27pm UTC](https://forums.unrealengine.com/t/proposal-for-unreal-engine-an-ai-powered-development-ecosystem/2855877 "2026-11-14T16:27:42Z")

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To the Epic Games Team, I would like to present a suggestion for the future of Unreal Engine: an AI-powered development ecosystem designed to make game development more accessible to beginners, students, and independent…

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## [State Trees Are Once Again, Broken In UE5 (5.8.4](https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015)

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**Author:** [@GPBF](https://forums.unrealengine.com/u/GPBF)\
**Replies:** 1\
**Last updated:** [November 13, 2026, 10:28pm UTC](https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015 "2026-11-13T22:28:30Z")

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Has anyone been having this issue - I have states that are not considered for completion that run code on state exit and it works fine the first time but after than, when entering back into that state I get a fail back t…

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## [Thank you for speaking up on AI-assisted indie development and solo realities ](https://forums.unrealengine.com/t/thank-you-for-speaking-up-on-ai-assisted-indie-development-and-solo-realities/2852365)

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**Author:** [@Havoc709](https://forums.unrealengine.com/u/Havoc709)\
**Replies:** 1\
**Last updated:** [November 13, 2026, 11:36am UTC](https://forums.unrealengine.com/t/thank-you-for-speaking-up-on-ai-assisted-indie-development-and-solo-realities/2852365 "2026-11-13T11:36:59Z")

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I wanted to share a quick word of thanks regarding Tim Sweeney’s recent posts about the actual economics and pressures of indie development. Traditional solo development—working a 12-month marathon under massive financi…

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## [Which AI agents can compile and debug code for Unreal Engine?](https://forums.unrealengine.com/t/which-ai-agents-can-compile-and-debug-code-for-unreal-engine/2850120)

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**Author:** [@Babush61](https://forums.unrealengine.com/u/Babush61)\
**Replies:** 1\
**Last updated:** [November 10, 2026, 9:01am UTC](https://forums.unrealengine.com/t/which-ai-agents-can-compile-and-debug-code-for-unreal-engine/2850120 "2026-11-10T09:01:00Z")

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Hi. Which AI agents can compile and debug C++ code for Unreal Engine? For example, write code for an AActor class and verify the result. Can this be done in OpenCode? Or does it have to be set up through MCP inside Unre…

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## [State Tree Transition OnEvent Jumps To Root When Different Event Tag Recieved](https://forums.unrealengine.com/t/state-tree-transition-onevent-jumps-to-root-when-different-event-tag-recieved/2852076)

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**Author:** [@Sononeo](https://forums.unrealengine.com/u/Sononeo)\
**Replies:** 5\
**Last updated:** [November 9, 2026, 4:01pm UTC](https://forums.unrealengine.com/t/state-tree-transition-onevent-jumps-to-root-when-different-event-tag-recieved/2852076 "2026-11-09T16:01:43Z")

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Sorry if this is something that’s been asked before, or may be a feature or how it’s intended to work. But I’m trying to make use of events in states in State Trees in order to go to either the next state or jump to a c…

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## [How to setup EQS parameters when using the Run EQS Query BT Task with the query stored in a blackboard key?](https://forums.unrealengine.com/t/how-to-setup-eqs-parameters-when-using-the-run-eqs-query-bt-task-with-the-query-stored-in-a-blackboard-key/1968304)

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**Author:** [@Reittoil](https://forums.unrealengine.com/u/Reittoil)\
**Replies:** 1\
**Last updated:** [November 6, 2026, 12:35pm UTC](https://forums.unrealengine.com/t/how-to-setup-eqs-parameters-when-using-the-run-eqs-query-bt-task-with-the-query-stored-in-a-blackboard-key/1968304 "2026-11-06T12:35:12Z")

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Hi there, As stated in the question title, I’m using UBTTask\_RunEQSQuery’s “EQSQuery Blackboard Key” parameter to dynamically inject the type of EQS query to execute in my behavior trees. However when doing so, I’m una…

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## [Floating Pawn Movement + Nav Mesh = Teleporting?](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020)

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**Author:** [@Slowmanrunning](https://forums.unrealengine.com/u/Slowmanrunning)\
**Replies:** 3\
**Last updated:** [November 5, 2026, 6:54am UTC](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020 "2026-11-05T06:54:31Z")

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I’m trying to make an RTS style game and I want to have my unit pawns move towards where I right click. I have that, but currently they’re teleporting (or moving really, really fast) there and adjusting the speed in the …

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## [Is it possible to use an GPU RTX 5000 series for Learning Agents? There is a problem](https://forums.unrealengine.com/t/is-it-possible-to-use-an-gpu-rtx-5000-series-for-learning-agents-there-is-a-problem/2682865)

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**Author:** [@KISLICHOK](https://forums.unrealengine.com/u/KISLICHOK)\
**Replies:** 5\
**Last updated:** [November 3, 2026, 4:25pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-use-an-gpu-rtx-5000-series-for-learning-agents-there-is-a-problem/2682865 "2026-11-03T16:25:56Z")

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I’m trying to run GPU training, but a standard warning about hardware incompatibility with PyTorch appears. Then there are the errors. My GPU RTX 5000 series is not supported. I tried to update, but when loading t…

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## [Local LLMs I’ve Tested for Unreal Engine 5.8 + Epic MCP](https://forums.unrealengine.com/t/local-llms-i-ve-tested-for-unreal-engine-5-8-epic-mcp/2763362)

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**Author:** [@Jrt0013](https://forums.unrealengine.com/u/Jrt0013)\
**Replies:** 1\
**Last updated:** [October 27, 2026, 5:48pm UTC](https://forums.unrealengine.com/t/local-llms-i-ve-tested-for-unreal-engine-5-8-epic-mcp/2763362 "2026-10-27T17:48:07Z")

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Local LLMs I’ve Tested for Unreal Engine 5.8 + Epic MCP I’m trying to get a fully local LLM to control Unreal Engine 5.8 through Epic’s MCP stack. The target is not just basic tool calling. I need the model to reliably …

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## [Reset recurrent memory at episode boundaries instead of masking the loss in Learning Agents](https://forums.unrealengine.com/t/reset-recurrent-memory-at-episode-boundaries-instead-of-masking-the-loss-in-learning-agents/2845440)

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**Author:** [@MannyVindiola](https://forums.unrealengine.com/u/MannyVindiola)\
**Replies:** 1\
**Last updated:** [October 27, 2026, 2:37pm UTC](https://forums.unrealengine.com/t/reset-recurrent-memory-at-episode-boundaries-instead-of-masking-the-loss-in-learning-agents/2845440 "2026-10-27T14:37:35Z")

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This one is not a bug report but rather, an alternative suggestion for your consideration. learning\_agents/ppo.py trains recurrent policies on fixed-length windows (PolicyWindowSize) taken from the flattened experience b…

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## [Off-by-one errors in ppo.py affect the last episode of a gather during training](https://forums.unrealengine.com/t/off-by-one-errors-in-ppo-py-affect-the-last-episode-of-a-gather-during-training/2845303)

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**Author:** [@MannyVindiola](https://forums.unrealengine.com/u/MannyVindiola)\
**Replies:** 1\
**Last updated:** [October 27, 2026, 1:39pm UTC](https://forums.unrealengine.com/t/off-by-one-errors-in-ppo-py-affect-the-last-episode-of-a-gather-during-training/2845303 "2026-10-27T13:39:19Z")

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Hello, I think I have found two off-by-one errors in the LearningAgents PPO python trainer ppo.py While comparing the LearningAgents Python PPO trainer to the CleanRL version I found two off-by-one errors in loop bound…

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## [My Unreal Engine StateTree AI incorrectly clears its player target while the player is still within sight, causing the AI to leave Chase and return to Patrol. ](https://forums.unrealengine.com/t/my-unreal-engine-statetree-ai-incorrectly-clears-its-player-target-while-the-player-is-still-within-sight-causing-the-ai-to-leave-chase-and-return-to-patrol/2834066)

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**Author:** [@Nishanth1445](https://forums.unrealengine.com/u/Nishanth1445)\
**Replies:** 3\
**Last updated:** [October 26, 2026, 2:07pm UTC](https://forums.unrealengine.com/t/my-unreal-engine-statetree-ai-incorrectly-clears-its-player-target-while-the-player-is-still-within-sight-causing-the-ai-to-leave-chase-and-return-to-patrol/2834066 "2026-10-26T14:07:53Z")

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Hello, I am working on state tree AI and i am having a issue with the states. The ai patrols and when it sense the player it should chase the player and get back to patrol if the chase fails(when the player is out of sig…

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## [Incorrect state when buffer fills mid-episode. ](https://forums.unrealengine.com/t/incorrect-state-when-buffer-fills-mid-episode/2835458)

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**Author:** [@MannyVindiola](https://forums.unrealengine.com/u/MannyVindiola)\
**Replies:** 3\
**Last updated:** [October 22, 2026, 3:40pm UTC](https://forums.unrealengine.com/t/incorrect-state-when-buffer-fills-mid-episode/2835458 "2026-10-22T15:40:30Z")

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Hello, I think there is an issue with filling the replay buffer when an episode is longer than the remaining steps. If you look here: https://github.com/EpicGames/UnrealEngine/blob/396c9f059903aed5fec78ecd3d437a40c641…

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## [PPO eps clip is unbounded when advantage is negative  ](https://forums.unrealengine.com/t/ppo-eps-clip-is-unbounded-when-advantage-is-negative/2835449)

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**Author:** [@MannyVindiola](https://forums.unrealengine.com/u/MannyVindiola)\
**Replies:** 2\
**Last updated:** [October 22, 2026, 3:39pm UTC](https://forums.unrealengine.com/t/ppo-eps-clip-is-unbounded-when-advantage-is-negative/2835449 "2026-10-22T15:39:45Z")

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Hello, I have found an issue with the trust region when adavantage is negative. Take a look at this code snippet. surr = torch.min(ratio, ratio.clamp(eps\_clip\_log\_min, eps\_clip\_log\_max)) loss\_surr += ... adv\[:,i\] \* -(s…

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## [Crash using Nav Link Proxy and packaged game](https://forums.unrealengine.com/t/crash-using-nav-link-proxy-and-packaged-game/2275573)

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**Author:** [@fr-coder](https://forums.unrealengine.com/u/fr-coder)\
**Replies:** 16\
**Last updated:** [October 18, 2026, 11:05am UTC](https://forums.unrealengine.com/t/crash-using-nav-link-proxy-and-packaged-game/2275573 "2026-10-18T11:05:26Z")

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The nav link proxy is broken when using packaged build in windows. Trying to enable it during cause game crash. Anyone know a fix for that? Here the steps to reproduce: Create any project Add a Nav Link Proxy. Enable …

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## [Top AI Engineering Companies](https://forums.unrealengine.com/t/top-ai-engineering-companies/2840309)

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**Author:** [@CarolHill3855](https://forums.unrealengine.com/u/CarolHill3855)\
**Replies:** 0\
**Last updated:** [October 14, 2026, 12:05pm UTC](https://forums.unrealengine.com/t/top-ai-engineering-companies/2840309 "2026-10-14T12:05:39Z")

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AI engineering is the practice of designing, building, integrating, deploying, and maintaining artificial intelligence systems for practical business applications. It brings together machine learning, data engineering, s…

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## [Editor Scripting Beta Access Request ](https://forums.unrealengine.com/t/editor-scripting-beta-access-request/2838659)

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**Author:** [@Goldmen](https://forums.unrealengine.com/u/Goldmen)\
**Replies:** 0\
**Last updated:** [October 8, 2026, 5:56pm UTC](https://forums.unrealengine.com/t/editor-scripting-beta-access-request/2838659 "2026-10-08T17:56:04Z")

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Hi Epic team, I’m a UEFN creator and I’d like to request access to the Python Editor Scripting Beta. Use case (editor-side automation only): I’m building a multiplayer party map “BoxRush” (cow-catching chaos with bos…

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## [State tree transitions failing when parent state has a task](https://forums.unrealengine.com/t/state-tree-transitions-failing-when-parent-state-has-a-task/2746724)

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**Author:** [@DerDude16](https://forums.unrealengine.com/u/DerDude16)\
**Replies:** 4\
**Last updated:** [October 4, 2026, 2:51pm UTC](https://forums.unrealengine.com/t/state-tree-transitions-failing-when-parent-state-has-a-task/2746724 "2026-10-04T14:51:19Z")

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Hi everyone. I was trying to update to UE 5.8 form 5.7 and now my State trees are broken, which makes UE 5.8 unusable to me. Since there are no other changes in my whole project, so I can accurately pinpoint it this is…

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## [How to use EQS in c++](https://forums.unrealengine.com/t/how-to-use-eqs-in-c/368003)

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**Author:** [@Xavice](https://forums.unrealengine.com/u/Xavice)\
**Replies:** 12\
**Last updated:** [September 24, 2026, 11:55am UTC](https://forums.unrealengine.com/t/how-to-use-eqs-in-c/368003 "2026-09-24T11:55:02Z")

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Hi. I was wondering what the ‘correct’ way to use EQS from C++ is. I saw the topic https://answers.unrealengine.com/questions/438304/eqs-via-c.html but this didn’t help me very much. If we’re meant to do it by creating …

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## [UE5 Mass StateTree Navmesh Stand Task drifts away?](https://forums.unrealengine.com/t/ue5-mass-statetree-navmesh-stand-task-drifts-away/2715249)

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**Author:** [@Asylum\_Smile](https://forums.unrealengine.com/u/Asylum_Smile)\
**Replies:** 3\
**Last updated:** [September 22, 2026, 5:58pm UTC](https://forums.unrealengine.com/t/ue5-mass-statetree-navmesh-stand-task-drifts-away/2715249 "2026-09-22T17:58:18Z")

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I’ve a very simple state tree; One state does a path to a point on a Navmesh using Mass Entity One state is just Navmesh Stand with a small wait time (0.5 seconds) The first task executes fine, my test Entity (using a…

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## [Building Niagara Data Channel](https://forums.unrealengine.com/t/building-niagara-data-channel/2720116)

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**Author:** [@KillerGerbil](https://forums.unrealengine.com/u/KillerGerbil)\
**Replies:** 1\
**Last updated:** [September 22, 2026, 12:23pm UTC](https://forums.unrealengine.com/t/building-niagara-data-channel/2720116 "2026-09-22T12:23:31Z")

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Ok I have some questions about this thing. Here’s what I think I know. This is in unreal 5.74 I know it’s designed to basically allow you to front load very heavy math calculations from the CPU to the GPU. It does th…

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## [Int32 wrap in shared\_memory\_communicator.py of LearningAgents](https://forums.unrealengine.com/t/int32-wrap-in-shared-memory-communicator-py-of-learningagents/2742446)

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**Author:** [@\_YAF\_Lightbringer](https://forums.unrealengine.com/u/_YAF_Lightbringer)\
**Replies:** 2\
**Last updated:** [September 16, 2026, 3:20pm UTC](https://forums.unrealengine.com/t/int32-wrap-in-shared-memory-communicator-py-of-learningagents/2742446 "2026-09-16T15:20:49Z")

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Hi there, there’s some rather unfortunate error handling in the shared memory communicator of Learning Agents on the python side that silently shreds larger datasets: Line 45: size = int(np.prod(shape) \* np.dtype(dtyp…

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## [How Are People Making Local LLMs Reliably Control Unreal Engine 5.8 Through MCP?](https://forums.unrealengine.com/t/how-are-people-making-local-llms-reliably-control-unreal-engine-5-8-through-mcp/2746458)

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**Author:** [@Jrt0013](https://forums.unrealengine.com/u/Jrt0013)\
**Replies:** 6\
**Last updated:** [September 16, 2026, 4:54am UTC](https://forums.unrealengine.com/t/how-are-people-making-local-llms-reliably-control-unreal-engine-5-8-through-mcp/2746458 "2026-09-16T04:54:37Z")

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I’m trying to build a genuinely usable local AI agent for Unreal Engine 5.8, not just prove MCP can call a tool. My goal is to be able to talk naturally to an agent and say things like: “Inspect this scene and block ou…

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## [Detour Crowd AI: Units brake/slow down behind friendlies instead of pathing around? (RTS Style)](https://forums.unrealengine.com/t/detour-crowd-ai-units-brake-slow-down-behind-friendlies-instead-of-pathing-around-rts-style/2680565)

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**Author:** [@Riddexe](https://forums.unrealengine.com/u/Riddexe)\
**Replies:** 1\
**Last updated:** [September 12, 2026, 10:53am UTC](https://forums.unrealengine.com/t/detour-crowd-ai-units-brake-slow-down-behind-friendlies-instead-of-pathing-around-rts-style/2680565 "2026-09-12T10:53:06Z")

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Hi everyone, I am working on an Auto-Battler / RTS style game. I am using ADetourCrowdAIController and UCrowdFollowingComponent. The Goal: I want RTS-style movement where units find the shortest path around friendly u…

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## [How to get current state of AI state tree?](https://forums.unrealengine.com/t/how-to-get-current-state-of-ai-state-tree/2737850)

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**Author:** [@gantoine](https://forums.unrealengine.com/u/gantoine)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 7:35pm UTC](https://forums.unrealengine.com/t/how-to-get-current-state-of-ai-state-tree/2737850 "2026-09-11T19:35:13Z")

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Hello, I am working in an actor blueprint and want to query the current state of its AI State Tree so I can perform the correct logic. How do I accomplish this? Cheers

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## [GASP Mover Move to location navigation pathfinding](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931)

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**Author:** [@ZhangZou](https://forums.unrealengine.com/u/ZhangZou)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 7:31pm UTC](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931 "2026-09-11T19:31:27Z")

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How to get GASP Mover player character to move to specific location (i.e. the front of a chest or door)? Simple move to location doesn’t seem to work, and AI Move To works only on AI.

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## [AI navigation, Large world, A lot of units, perfomance.](https://forums.unrealengine.com/t/ai-navigation-large-world-a-lot-of-units-perfomance/2762784)

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**Author:** [@Torhrym](https://forums.unrealengine.com/u/Torhrym)\
**Replies:** 2\
**Last updated:** [September 4, 2026, 8:22pm UTC](https://forums.unrealengine.com/t/ai-navigation-large-world-a-lot-of-units-perfomance/2762784 "2026-09-04T20:22:12Z")

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Hi! I’m working on a large-scale UE project and I’d like to get your advice regarding navigation architecture, runtime generation, and scalability. Our maps are approximately 30×30 km or larger. Currently, we do not use…

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## [AI bot chasing and hiding ](https://forums.unrealengine.com/t/ai-bot-chasing-and-hiding/2747744)

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**Author:** [@ALEX55852](https://forums.unrealengine.com/u/ALEX55852)\
**Replies:** 2\
**Last updated:** [September 2, 2026, 3:30pm UTC](https://forums.unrealengine.com/t/ai-bot-chasing-and-hiding/2747744 "2026-09-02T15:30:24Z")

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hey guy i need your help how can i make an ai that uses pawn sense to see if the player is there and when it doesn’t see anybody it will go back to the waypoint to walk around but when it sees u and u enter a collision b…

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