# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=1

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## [What may be causing this "tile" effect on navmesh?](https://forums.unrealengine.com/t/what-may-be-causing-this-tile-effect-on-navmesh/2734084)

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**Author:** [@Ares9323](https://forums.unrealengine.com/u/Ares9323)\
**Replies:** 3\
**Last updated:** [August 21, 2026, 7:42pm UTC](https://forums.unrealengine.com/t/what-may-be-causing-this-tile-effect-on-navmesh/2734084 "2026-08-21T19:42:16Z")

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I’m working in UE 5.7 and it’s the first time I encounter this issue, the navmesh generates many squares and I don’t understand the reason why. Any idea?

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## [AI navigation breaks when smart objects plugiins are active in the project in UE5.7? ](https://forums.unrealengine.com/t/ai-navigation-breaks-when-smart-objects-plugiins-are-active-in-the-project-in-ue5-7/2713377)

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**Author:** [@nofishinthesea](https://forums.unrealengine.com/u/nofishinthesea)\
**Replies:** 1\
**Last updated:** [August 21, 2026, 2:21pm UTC](https://forums.unrealengine.com/t/ai-navigation-breaks-when-smart-objects-plugiins-are-active-in-the-project-in-ue5-7/2713377 "2026-08-21T14:21:58Z")

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AI move to broken after adding smart object plugins to my project. The AI’s do move to the location but gets stuck there, i mean, the move to never succeed to go to the next node. Its for both smart objects and even regu…

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## [Does StateTree Stop Montages and Trigger OnMontageEnded on the AnimInstance? ](https://forums.unrealengine.com/t/does-statetree-stop-montages-and-trigger-onmontageended-on-the-animinstance/2726746)

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**Author:** [@koroko1943](https://forums.unrealengine.com/u/koroko1943)\
**Replies:** 1\
**Last updated:** [August 19, 2026, 8:25pm UTC](https://forums.unrealengine.com/t/does-statetree-stop-montages-and-trigger-onmontageended-on-the-animinstance/2726746 "2026-08-19T20:25:56Z")

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Hi all, I’m working on an NPC combat system using StateTree in UE5 and running into what I believe is an unintended montage interruption. My setup: NPC attacks are driven by a StateTree (LST\_Combat) with an Attack st…

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## [End simulation during "Use Claimed Gameplay Behavior Smart Object" Node crashes editor](https://forums.unrealengine.com/t/end-simulation-during-use-claimed-gameplay-behavior-smart-object-node-crashes-editor/829066)

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**Author:** [@taddich](https://forums.unrealengine.com/u/taddich)\
**Replies:** 17\
**Last updated:** [August 19, 2026, 1:22pm UTC](https://forums.unrealengine.com/t/end-simulation-during-use-claimed-gameplay-behavior-smart-object-node-crashes-editor/829066 "2026-08-19T13:22:16Z")

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I have followed the Smart Objects Quick Start tutorial and for the most part it works. However if I exit the simulation after the “Use Claimed Gameplay Behavior Smart Object” node is called and before it completes the ed…

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## [FindSmartObjectTask on a State Tree does not find SmartObject ](https://forums.unrealengine.com/t/findsmartobjecttask-on-a-state-tree-does-not-find-smartobject/2616943)

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**Author:** [@TheSlimster](https://forums.unrealengine.com/u/TheSlimster)\
**Replies:** 4\
**Last updated:** [August 19, 2026, 1:05pm UTC](https://forums.unrealengine.com/t/findsmartobjecttask-on-a-state-tree-does-not-find-smartobject/2616943 "2026-08-19T13:05:20Z")

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Hello, I have a question about Mass, State Trees, and Smart Objects. So currently, I have a setup where my Mass Entity Spawner is spawning actors. The actors have been configured in the Entity Config to use a State Tree…

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## [Get SmartObjects ordered by distance to location set in request](https://forums.unrealengine.com/t/get-smartobjects-ordered-by-distance-to-location-set-in-request/562116)

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**Author:** [@Umanaia](https://forums.unrealengine.com/u/Umanaia)\
**Replies:** 4\
**Last updated:** [August 18, 2026, 8:39pm UTC](https://forums.unrealengine.com/t/get-smartobjects-ordered-by-distance-to-location-set-in-request/562116 "2026-08-18T20:39:44Z")

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Hello, I’m using the smart object system to find smart objects which fits the request params. However, I can’t find a way to get the result array ordered by distance to the location of the query box. They are different…

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## [Hit Box Prevents AI Navigation to Goal Location](https://forums.unrealengine.com/t/hit-box-prevents-ai-navigation-to-goal-location/2731546)

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**Author:** [@Jimmersac](https://forums.unrealengine.com/u/Jimmersac)\
**Replies:** 5\
**Last updated:** [August 18, 2026, 8:03pm UTC](https://forums.unrealengine.com/t/hit-box-prevents-ai-navigation-to-goal-location/2731546 "2026-08-18T20:03:34Z")

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I’m working on a town management game where NPCS walk to resources nodes, trees rocks, etc and attack them for resources. Problem. The only way I can get my AI to navigate to the nodes is to completely shut off all “Can …

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## [How to assign StateTree parameters at runtime](https://forums.unrealengine.com/t/how-to-assign-statetree-parameters-at-runtime/721953)

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**Author:** [@Blastertoad](https://forums.unrealengine.com/u/Blastertoad)\
**Replies:** 20\
**Last updated:** [August 17, 2026, 10:20pm UTC](https://forums.unrealengine.com/t/how-to-assign-statetree-parameters-at-runtime/721953 "2026-08-17T22:20:30Z")

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Has anyone found a way to assign / update values to a StateTree parameter?

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## [UE5 Mass AI - How do I transition entities between behaviors (e.g. Wander → Dance) in a Mass StateTree?](https://forums.unrealengine.com/t/ue5-mass-ai-how-do-i-transition-entities-between-behaviors-e-g-wander-dance-in-a-mass-statetree/2726106)

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**Author:** [@ITDude22](https://forums.unrealengine.com/u/ITDude22)\
**Replies:** 1\
**Last updated:** [August 17, 2026, 6:17pm UTC](https://forums.unrealengine.com/t/ue5-mass-ai-how-do-i-transition-entities-between-behaviors-e-g-wander-dance-in-a-mass-statetree/2726106 "2026-08-17T18:17:46Z")

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UE5 Mass AI - How do I transition entities between behaviors (e.g. Wander → Dance) in a Mass StateTree? I’m new to Mass AI and am using a Mass StateTree with the Mass Behavior Schema in UE5.8. So far I’ve successfully …

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## [Behavior tree, State Tree, or Blueprint State Machine?](https://forums.unrealengine.com/t/behavior-tree-state-tree-or-blueprint-state-machine/2740353)

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**Author:** [@MandelbrotLight](https://forums.unrealengine.com/u/MandelbrotLight)\
**Replies:** 2\
**Last updated:** [August 14, 2026, 4:23pm UTC](https://forums.unrealengine.com/t/behavior-tree-state-tree-or-blueprint-state-machine/2740353 "2026-08-14T16:23:08Z")

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I am building a small UE5 ecosystem prototype with 3–10 AI creatures. Each creature tracks hunger and energy, then wanders, searches for food, eats, rests, reproduces, or dies. For a project at this small scale, would y…

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## [MCP Sign-in errors ](https://forums.unrealengine.com/t/mcp-sign-in-errors/2743328)

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**Author:** [@nikitadatabiomes](https://forums.unrealengine.com/u/nikitadatabiomes)\
**Replies:** 0\
**Last updated:** [August 12, 2026, 5:16pm UTC](https://forums.unrealengine.com/t/mcp-sign-in-errors/2743328 "2026-08-12T17:16:55Z")

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When trying to use UE5.8.1, i am continuously prompted to do a security check both on the tutorial sign in page and in the ai assistant. When I click “verify you are human”, it just reloads the security check. As a resul…

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## [Subtree in the behavior tree gets stuck](https://forums.unrealengine.com/t/subtree-in-the-behavior-tree-gets-stuck/2741949)

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**Author:** [@PixelFireXY](https://forums.unrealengine.com/u/PixelFireXY)\
**Replies:** 0\
**Last updated:** [August 7, 2026, 1:45pm UTC](https://forums.unrealengine.com/t/subtree-in-the-behavior-tree-gets-stuck/2741949 "2026-08-07T13:45:17Z")

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Hello everyone, I have a selector with three sequence children, and each sequence has a decorator that checks whether an enum value in the Blackboard changes. When the value changes, the decorator should abort the curre…

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## [Client AI infinite loop error](https://forums.unrealengine.com/t/client-ai-infinite-loop-error/2737003)

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**Author:** [@LORYT699](https://forums.unrealengine.com/u/LORYT699)\
**Replies:** 1\
**Last updated:** [July 28, 2026, 10:02am UTC](https://forums.unrealengine.com/t/client-ai-infinite-loop-error/2737003 "2026-07-28T10:02:58Z")

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Hi everyone, My error probably is stupid but I get an infinite loop error when I try to launch the debug from viewport, the BP is the following pics, I didn t managed to finde the infinite loop cause I m actually new to…

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## [Would automated regression testing for Unreal NPC behavior be useful? ](https://forums.unrealengine.com/t/would-automated-regression-testing-for-unreal-npc-behavior-be-useful/2737059)

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**Author:** [@artigue3111](https://forums.unrealengine.com/u/artigue3111)\
**Replies:** 0\
**Last updated:** [July 20, 2026, 2:34pm UTC](https://forums.unrealengine.com/t/would-automated-regression-testing-for-unreal-npc-behavior-be-useful/2737059 "2026-07-20T14:34:18Z")

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Hi, I built an early Unreal Engine 5.8 prototype that compares an NPC behavior test before and after a change. In the demonstration, both versions reach the target successfully in 8 out of 8 episodes. However, the mod…

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## [\[Solved\]\[UE5\] Mass AI - Some traits are requiring the presence of fragments which are missing](https://forums.unrealengine.com/t/solved-ue5-mass-ai-some-traits-are-requiring-the-presence-of-fragments-which-are-missing/691512)

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**Author:** [@shreks7](https://forums.unrealengine.com/u/shreks7)\
**Replies:** 9\
**Last updated:** [July 20, 2026, 2:31pm UTC](https://forums.unrealengine.com/t/solved-ue5-mass-ai-some-traits-are-requiring-the-presence-of-fragments-which-are-missing/691512 "2026-07-20T14:31:04Z")

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Hi there, I was following this video \[UE5 MassAI Crowd in your project step by step guide Part 1 - YouTube\] However, I am getting “Some traits are requiring the presence of fragments which are missing” on UE5.1. Is the…

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## [How To Make A Ranged AI With State Trees](https://forums.unrealengine.com/t/how-to-make-a-ranged-ai-with-state-trees/2736759)

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**Author:** [@Ryd3r09](https://forums.unrealengine.com/u/Ryd3r09)\
**Replies:** 1\
**Last updated:** [July 19, 2026, 3:32am UTC](https://forums.unrealengine.com/t/how-to-make-a-ranged-ai-with-state-trees/2736759 "2026-07-19T03:32:57Z")

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Hello Im currently working on making the enemy ai for my game using state trees and want to make him shoot weapons at the player from afar. Would I use the same system I have seen in tutorials for behavior trees where t…

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## [AI Assistant in future Engine versions.](https://forums.unrealengine.com/t/ai-assistant-in-future-engine-versions/2735802)

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**Author:** [@DLROKen](https://forums.unrealengine.com/u/DLROKen)\
**Replies:** 1\
**Last updated:** [July 16, 2026, 4:49am UTC](https://forums.unrealengine.com/t/ai-assistant-in-future-engine-versions/2735802 "2026-07-16T04:49:19Z")

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I’ve noticed a lot more crashing in 5.7.4 on migrations, and am wondering if you guys think AI will cause more crashing when it starts moving files around in projects for us? If the engine is already pushing computers to…

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## [How Can I make An advanced Patrolling AI](https://forums.unrealengine.com/t/how-can-i-make-an-advanced-patrolling-ai/2734473)

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**Author:** [@Ryd3r09](https://forums.unrealengine.com/u/Ryd3r09)\
**Replies:** 1\
**Last updated:** [July 9, 2026, 7:06pm UTC](https://forums.unrealengine.com/t/how-can-i-make-an-advanced-patrolling-ai/2734473 "2026-07-09T19:06:51Z")

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Hello I want to make an enemy ai for my game with multiple features but right now I’m working on patrolling and found a system I like. It makes it so the enemy patrols in random spots along the path and uses raycasts to…

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## [5.6 Mass AI, Smart Object, Invalid claim handle ID?](https://forums.unrealengine.com/t/5-6-mass-ai-smart-object-invalid-claim-handle-id/2561118)

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**Author:** [@Riggs\_VCE](https://forums.unrealengine.com/u/Riggs_VCE)\
**Replies:** 9\
**Last updated:** [July 8, 2026, 7:25pm UTC](https://forums.unrealengine.com/t/5-6-mass-ai-smart-object-invalid-claim-handle-id/2561118 "2026-07-08T19:25:10Z")

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Hey guys, Im trying to use Smart Objects with Mass AI. I think I have it all setup correctly but in the State Tree it claims the smart object it finds (I think) but then when I try to use the ZG Find Smart Object Target …

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## [NNE\_RUNTIME\_BASIC\_CHECK\_ALIASING happens in LearningAgents ](https://forums.unrealengine.com/t/nne-runtime-basic-check-aliasing-happens-in-learningagents/2730548)

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**Author:** [@CreepThePremier](https://forums.unrealengine.com/u/CreepThePremier)\
**Replies:** 2\
**Last updated:** [July 3, 2026, 4:01pm UTC](https://forums.unrealengine.com/t/nne-runtime-basic-check-aliasing-happens-in-learningagents/2730548 "2026-07-03T16:01:57Z")

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I have the memory disabled (as I understand, the problem is there cause FLinearLayer::Evaluate gets the same pointer for input and output), and this check is happening from time to time. The inference is called during PP…

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## [Error: UStateTreeComponentSchema::SetContextRequirements: Missing external data requirements.](https://forums.unrealengine.com/t/error-ustatetreecomponentschema-missing-external-data-requirements/2731684)

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**Author:** [@ajinkya\_x](https://forums.unrealengine.com/u/ajinkya_x)\
**Replies:** 2\
**Last updated:** [July 2, 2026, 6:27pm UTC](https://forums.unrealengine.com/t/error-ustatetreecomponentschema-missing-external-data-requirements/2731684 "2026-07-02T18:27:59Z")

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I’m getting this error trying to run StateTreeAI Component: “Error: UStateTreeComponentSchema::SetContextRequirements: Missing external data requirements. StateTree will not update.” The CPP code has nothing and as wel…

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## [Mark Low Height Areas in Navigation Mesh](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180)

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**Author:** [@Strik3One](https://forums.unrealengine.com/u/Strik3One)\
**Replies:** 2\
**Last updated:** [July 2, 2026, 4:39pm UTC](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180 "2026-07-02T16:39:49Z")

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Hello, I was looking trough the options for the Navigation Mesh and discovered the option “Mark Low Height Areas”. This seemed to be perfect as I my game will allow the AI agents to crouch. However, when checking the b…

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## [Slow Response When Sight Is Sensed](https://forums.unrealengine.com/t/slow-response-when-sight-is-sensed/2728688)

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**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 3\
**Last updated:** [June 26, 2026, 2:24am UTC](https://forums.unrealengine.com/t/slow-response-when-sight-is-sensed/2728688 "2026-06-26T02:24:05Z")

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I have a behavior tree that doesn’t respond immediately the player is sensed. I’m trying to get the enemy to move from a patrolling state to a chasing state. With the debug on I can see the player is detected but the a…

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## [Extending the Learning Agents plugin](https://forums.unrealengine.com/t/extending-the-learning-agents-plugin/2628789)

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**Author:** [@\_YAF\_Lightbringer](https://forums.unrealengine.com/u/_YAF_Lightbringer)\
**Replies:** 14\
**Last updated:** [June 25, 2026, 3:57pm UTC](https://forums.unrealengine.com/t/extending-the-learning-agents-plugin/2628789 "2026-06-25T15:57:59Z")

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Hi, we’re currently looking into using LA to train FPS style bots that use raycast information, e.g. a vision grid. Typically, I would feed that into a 2D convolutional layer to extract information, but as far as a I ca…

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## [Redin\_Fire ](https://forums.unrealengine.com/t/redin-fire/2729904)

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**Author:** [@Redin\_fire](https://forums.unrealengine.com/u/Redin_fire)\
**Replies:** 0\
**Last updated:** [June 19, 2026, 2:55pm UTC](https://forums.unrealengine.com/t/redin-fire/2729904 "2026-06-19T14:55:02Z")

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Redin Fire Android Development Guide body { font-family: 'Segoe UI', sans-serif; line-height: 1.6; color: #333; padding: 20px; background-color: #f4f4f9; } h1 { color: #2563eb; } .box { backg…

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## [Help With Decorators](https://forums.unrealengine.com/t/help-with-decorators/2729089)

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**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 2\
**Last updated:** [June 17, 2026, 8:55pm UTC](https://forums.unrealengine.com/t/help-with-decorators/2729089 "2026-06-17T20:55:11Z")

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I need some help with decorators. I’m creating a behavior tree where the enemy begins in a passive state (patrolling, wandering, investigating), then if it senses it was shot it goes to a combat state which executes a h…

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## [How do you kill an an AI's Behavior Tree?](https://forums.unrealengine.com/t/how-do-you-kill-an-an-ais-behavior-tree/2728872)

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**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 2\
**Last updated:** [June 16, 2026, 12:55am UTC](https://forums.unrealengine.com/t/how-do-you-kill-an-an-ais-behavior-tree/2728872 "2026-06-16T00:55:39Z")

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How to you kill an enemy AI’s behavior tree? I mean I want all activity to stop just as if I destroyed the actor. No matter what I do I still see activity the behavior tree. I don’t want the actor destroyed because I …

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## [How to have multiple characters carry a single object? ](https://forums.unrealengine.com/t/how-to-have-multiple-characters-carry-a-single-object/2727171)

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**Author:** [@BuzuDev](https://forums.unrealengine.com/u/BuzuDev)\
**Replies:** 1\
**Last updated:** [June 11, 2026, 7:45pm UTC](https://forums.unrealengine.com/t/how-to-have-multiple-characters-carry-a-single-object/2727171 "2026-06-11T19:45:44Z")

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I’m working on a game similar to Pikmin, where you have little minions carry around objects for you. Currently, they carry objects using a physics constraint tool attached to them. This works when its a single minion car…

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## [UE 5.7 State Tree - Base class cast required?](https://forums.unrealengine.com/t/ue-5-7-state-tree-base-class-cast-required/2726741)

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**Author:** [@PrettyTrue](https://forums.unrealengine.com/u/PrettyTrue)\
**Replies:** 0\
**Last updated:** [June 6, 2026, 1:26pm UTC](https://forums.unrealengine.com/t/ue-5-7-state-tree-base-class-cast-required/2726741 "2026-06-06T13:26:45Z")

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Making a generalized task that uses the SendGameplayEventToActor node. To keep it abstract, all I need to pass is any actor. Simple enough, however, if I want to pass in a instances of a subclass while I make the State T…

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## [Offsetting lights placed along a spline AFTER rotation](https://forums.unrealengine.com/t/offsetting-lights-placed-along-a-spline-after-rotation/2712152)

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**Author:** [@bgeviljim](https://forums.unrealengine.com/u/bgeviljim)\
**Replies:** 1\
**Last updated:** [June 4, 2026, 6:12pm UTC](https://forums.unrealengine.com/t/offsetting-lights-placed-along-a-spline-after-rotation/2712152 "2026-06-04T18:12:32Z")

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Hi, I’m creating a flexible festoon lights blueprint - I can get my mesh to conform to a spline and place meshes along it for the lamps. I have added a random twist to the lamps, but I cannot get the UE lights I create t…

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