# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=10

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**Page:** 11

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## [Question about ai and smartlink ](https://forums.unrealengine.com/t/question-about-ai-and-smartlink/2424997)

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**Author:** [@MLGAMEDEVELOPER](https://forums.unrealengine.com/u/MLGAMEDEVELOPER)\
**Replies:** 0\
**Last updated:** [March 28, 2025, 8:20pm UTC](https://forums.unrealengine.com/t/question-about-ai-and-smartlink/2424997 "2025-03-28T20:20:48Z")

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Hi, I want to know if this is a bug or not, and how I can fix it. I have a door with a Child Actor (SmartLinkComponent) that calls a function in the AI when the AI starts crossing it (EventReceiveSmartLinkReached). The…

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## [Nav Link not working with Detour Crowd Control on Ue5](https://forums.unrealengine.com/t/nav-link-not-working-with-detour-crowd-control-on-ue5/2417663)

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**Author:** [@Slygear](https://forums.unrealengine.com/u/Slygear)\
**Replies:** 0\
**Last updated:** [March 25, 2025, 11:12pm UTC](https://forums.unrealengine.com/t/nav-link-not-working-with-detour-crowd-control-on-ue5/2417663 "2025-03-25T23:12:55Z")

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Hi, in Ue5, Nav Link does not work when RVOAvoidance is active in AI and player controller is Detour Crowd Control. So the AI jumps but the nav link is not completed, it doesn’t go where it needs to go.

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## [runtime navmesh generation crashes in 5.5](https://forums.unrealengine.com/t/runtime-navmesh-generation-crashes-in-5-5/2284027)

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**Author:** [@Gr1m1cu5](https://forums.unrealengine.com/u/Gr1m1cu5)\
**Replies:** 5\
**Last updated:** [March 25, 2025, 5:42pm UTC](https://forums.unrealengine.com/t/runtime-navmesh-generation-crashes-in-5-5/2284027 "2025-03-25T17:42:58Z")

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I have my project configured to generate navmeshes dynamically at runtime. Once I upgraded to 5.5, I started experiencing crashes with this callstack: \> \[Inline Frame\] UnrealEditor-NavigationSystem.dll!FNavigationEleme…

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## [Blackboard Bool and Object not getting updated properly](https://forums.unrealengine.com/t/blackboard-bool-and-object-not-getting-updated-properly/2404034)

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**Author:** [@Inisdun1](https://forums.unrealengine.com/u/Inisdun1)\
**Replies:** 1\
**Last updated:** [March 24, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/blackboard-bool-and-object-not-getting-updated-properly/2404034 "2025-03-24T15:38:24Z")

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I have been following through the Getting Started tutorial on AI. I have gone through all the steps, but hitting an issue with the decorator node in the Behavior Tree. The Bool it is checking against is not getting upd…

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## [I don't think the Behavior Tree is working.](https://forums.unrealengine.com/t/i-dont-think-the-behavior-tree-is-working/2398456)

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**Author:** [@sehwa](https://forums.unrealengine.com/u/sehwa)\
**Replies:** 10\
**Last updated:** [March 23, 2025, 5:39am UTC](https://forums.unrealengine.com/t/i-dont-think-the-behavior-tree-is-working/2398456 "2025-03-23T05:39:35Z")

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Hi, I’m making AI attack Player right now. But here’s where I got the problem. I was trying to make AI look at the Player. But it didn’t work. There seemed to be nothing wrong with the code, so I deleted Intermediate, B…

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## [Horror Engine Help with A.I](https://forums.unrealengine.com/t/horror-engine-help-with-a-i/2404698)

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**Author:** [@ChillFamX](https://forums.unrealengine.com/u/ChillFamX)\
**Replies:** 2\
**Last updated:** [March 21, 2025, 11:11pm UTC](https://forums.unrealengine.com/t/horror-engine-help-with-a-i/2404698 "2025-03-21T23:11:29Z")

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Hey guys, I’m new to Unreal Engine and Im far from well versed as I started tinkering with it to Impress my kid. I’m using UE4 and I’m working with Horror engine reloaded. I’m literally stressed and consumed with a pro…

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## [AI EQS Question](https://forums.unrealengine.com/t/ai-eqs-question/2405458)

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**Author:** [@Derknomicon](https://forums.unrealengine.com/u/Derknomicon)\
**Replies:** 0\
**Last updated:** [March 21, 2025, 6:49pm UTC](https://forums.unrealengine.com/t/ai-eqs-question/2405458 "2025-03-21T18:49:25Z")

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Greetings All, the image above shows how the enemies in Deep Rock Galactic surround the Player while they are attacking. When the Player is moving the enemy AI will do its best to try and stay within range to attack t…

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## [Navigation smart links troubleshooting and documentation updates](https://forums.unrealengine.com/t/navigation-smart-links-troubleshooting-and-documentation-updates/2404970)

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**Author:** [@Smileymaster](https://forums.unrealengine.com/u/Smileymaster)\
**Replies:** 0\
**Last updated:** [March 21, 2025, 3:19pm UTC](https://forums.unrealengine.com/t/navigation-smart-links-troubleshooting-and-documentation-updates/2404970 "2025-03-21T15:19:05Z")

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Ive been working with navigation links recently - specifically Smartlinks, and I found the documentation was missing some important steps, and the example project provided had the same issues. The problem: AI sometimes …

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## [Can I set an AI to an Actor (not Pawn)?](https://forums.unrealengine.com/t/can-i-set-an-ai-to-an-actor-not-pawn/367497)

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**Author:** [@lhjlbjyjd](https://forums.unrealengine.com/u/lhjlbjyjd)\
**Replies:** 8\
**Last updated:** [March 21, 2025, 4:39am UTC](https://forums.unrealengine.com/t/can-i-set-an-ai-to-an-actor-not-pawn/367497 "2025-03-21T04:39:08Z")

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Can I set an AI to an Actor (not Pawn), and how can I do that?

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## [AI movement](https://forums.unrealengine.com/t/ai-movement/2389879)

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**Author:** [@LudiiK](https://forums.unrealengine.com/u/LudiiK)\
**Replies:** 6\
**Last updated:** [March 18, 2025, 4:13pm UTC](https://forums.unrealengine.com/t/ai-movement/2389879 "2025-03-18T16:13:37Z")

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My pawn with IA does not move and I think it is because the boundaries of the nav mesh, which does not allow the pawn to move, but I dont know how to edit that.

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## [AI Prediction](https://forums.unrealengine.com/t/ai-prediction/2073474)

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**Author:** [@ReformedHippy](https://forums.unrealengine.com/u/ReformedHippy)\
**Replies:** 2\
**Last updated:** [March 18, 2025, 9:01am UTC](https://forums.unrealengine.com/t/ai-prediction/2073474 "2025-03-18T09:01:08Z")

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The problem I have: The Prediction sense doesn’t work. A.I. touch, sight, hearing works but prediction doesn’t work properly. Al just gives up real quick on chasing and goes straight back to patrol Heres what have: …

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## [AI stopped moving after editing Nav Mesh](https://forums.unrealengine.com/t/ai-stopped-moving-after-editing-nav-mesh/2394269)

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**Author:** [@Keyston72](https://forums.unrealengine.com/u/Keyston72)\
**Replies:** 2\
**Last updated:** [March 16, 2025, 10:25pm UTC](https://forums.unrealengine.com/t/ai-stopped-moving-after-editing-nav-mesh/2394269 "2025-03-16T22:25:51Z")

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Hi. I have created an AI shark with a simple behaviour tree that swims around randomly until it see the player, then follows and attacks. The AI was working as expected until I decided to edit the nav mesh cell size etc,…

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## [How to Use the "Stop Logic" / "Restart Logic" Nodes?](https://forums.unrealengine.com/t/how-to-use-the-stop-logic-restart-logic-nodes/463970)

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**Author:** [@PhilRE](https://forums.unrealengine.com/u/PhilRE)\
**Replies:** 5\
**Last updated:** [March 15, 2025, 11:35pm UTC](https://forums.unrealengine.com/t/how-to-use-the-stop-logic-restart-logic-nodes/463970 "2025-03-15T23:35:13Z")

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Hello I am looking for a way of restarting the behavior Tree my AI Controller is Running. After some Research it seems like the “Stop Logic” and “Restart Logic” (Brain component) Nodes are what i need. I attempted to …

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## [Detour Crowds Pathfinding Issue](https://forums.unrealengine.com/t/detour-crowds-pathfinding-issue/260928)

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**Author:** [@Jujaswe](https://forums.unrealengine.com/u/Jujaswe)\
**Replies:** 3\
**Last updated:** [November 18, 2021, 6:23am UTC](https://forums.unrealengine.com/t/detour-crowds-pathfinding-issue/260928 "2021-11-18T06:23:47Z")

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I’m using Detour Crowds to make AIs avoid each other but it seems like the pathfinding breaks on certain situations. For example, when there are stationary AIs blocking the straight path. As you can see instead of …

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## [Nav Mesh Issue and AI Move To Aborted](https://forums.unrealengine.com/t/nav-mesh-issue-and-ai-move-to-aborted/2385848)

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**Author:** [@Slygear](https://forums.unrealengine.com/u/Slygear)\
**Replies:** 6\
**Last updated:** [March 13, 2025, 1:32pm UTC](https://forums.unrealengine.com/t/nav-mesh-issue-and-ai-move-to-aborted/2385848 "2025-03-13T13:32:12Z")

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Hello, I am using Ue version 5.5.4 and no matter what I did, I could not get the AI to move to the object you see below. AI Move To fail section says Aborted. I changed many settings in RecastNavMesh-Default including ce…

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## [AI Tries To Walk Through Walls](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2333225)

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**Author:** [@ShreddedDev](https://forums.unrealengine.com/u/ShreddedDev)\
**Replies:** 0\
**Last updated:** [February 15, 2025, 12:08am UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2333225 "2025-02-15T00:08:13Z")

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My AI tries to walk through the walls. Even though they clearly affect the navmesh, it still tries to walk through them. I’ve tried changing agent radius, editing project settings, adding an invoker, changing tile size, …

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## [Stop AI Behaviour Tree](https://forums.unrealengine.com/t/stop-ai-behaviour-tree/303473)

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**Author:** [@Nitecon](https://forums.unrealengine.com/u/Nitecon)\
**Replies:** 14\
**Last updated:** [March 9, 2025, 1:12pm UTC](https://forums.unrealengine.com/t/stop-ai-behaviour-tree/303473 "2025-03-09T13:12:17Z")

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Is there a way to stop the AI behaviour tree from running? In the AIController module you specify it to run with Event begin play → run behaviour tree and tell it which behaviour tree to run… All this is fine. I’m look…

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## [State Tree events always consume on select](https://forums.unrealengine.com/t/state-tree-events-always-consume-on-select/2378448)

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**Author:** [@Kelwan](https://forums.unrealengine.com/u/Kelwan)\
**Replies:** 0\
**Last updated:** [March 6, 2025, 8:49pm UTC](https://forums.unrealengine.com/t/state-tree-events-always-consume-on-select/2378448 "2025-03-06T20:49:16Z")

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I’ve been running into an issue where the contents of an event’s payload values are invalid. The idea was that I could have a parent state that enters on an event condition. Then multiple children states could be selecte…

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## [How can I control multiple child characters that inherit from a main character with an AI controller? ](https://forums.unrealengine.com/t/how-can-i-control-multiple-child-characters-that-inherit-from-a-main-character-with-an-ai-controller/2375219)

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**Author:** [@Vettie22](https://forums.unrealengine.com/u/Vettie22)\
**Replies:** 1\
**Last updated:** [March 5, 2025, 1:56pm UTC](https://forums.unrealengine.com/t/how-can-i-control-multiple-child-characters-that-inherit-from-a-main-character-with-an-ai-controller/2375219 "2025-03-05T13:56:18Z")

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Currently, I get a location in the world using my Player Controller and transfer it to my Blackboard through an BP Interface. This setup mostly works, but it only controls one specific child character. I have code that …

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## [Cannot add movement input to AI pawn not possessed by player?](https://forums.unrealengine.com/t/cannot-add-movement-input-to-ai-pawn-not-possessed-by-player/312642)

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**Author:** [@SwiftIllusion](https://forums.unrealengine.com/u/SwiftIllusion)\
**Replies:** 13\
**Last updated:** [March 4, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/cannot-add-movement-input-to-ai-pawn-not-possessed-by-player/312642 "2025-03-04T14:11:02Z")

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I’ve tried adding movement input to a pawn that has an AI controller and behavior tree via the pawn, AI controller, and behavior tree, but it doesn’t seem to work anywhere. It will work when the player possesses it, but …

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## [AI Controller disregards character deceleration](https://forums.unrealengine.com/t/ai-controller-disregards-character-deceleration/336892)

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**Author:** [@anonymous\_user\_753bceeb](https://forums.unrealengine.com/u/anonymous_user_753bceeb)\
**Replies:** 15\
**Last updated:** [March 3, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/ai-controller-disregards-character-deceleration/336892 "2025-03-03T13:51:03Z")

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Hi there, For navmesh using AI pawns, I can’t seem to be able to get them to obey CharacterMovementComponent deceleration and breaking parameters. Movement obeys acceleration parameters (slowly speeds up), but comes to …

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## [AI MoveTO "Aborted"  ](https://forums.unrealengine.com/t/ai-moveto-aborted/2366249)

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**Author:** [@floffyz](https://forums.unrealengine.com/u/floffyz)\
**Replies:** 7\
**Last updated:** [March 2, 2025, 10:42pm UTC](https://forums.unrealengine.com/t/ai-moveto-aborted/2366249 "2025-03-02T22:42:41Z")

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Hi, im trying to do a simple AI character to follow me but im having some trouble with it. I’ve made it work on the 3rd person template , but on the other project im working it doesnt work for some reason. I use the…

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## [How to get distance2d in AIPerception?](https://forums.unrealengine.com/t/how-to-get-distance2d-in-aiperception/2366239)

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**Author:** [@Mr.JMUR](https://forums.unrealengine.com/u/Mr.JMUR)\
**Replies:** 0\
**Last updated:** [March 1, 2025, 2:08pm UTC](https://forums.unrealengine.com/t/how-to-get-distance2d-in-aiperception/2366239 "2025-03-01T14:08:34Z")

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In AIPerception we have perception Sight. I’d like to find distance between the Player and Enemy. in debug I found that engine already counted this dist2D in runtime between me and Enemy (screenshot attached). But idk ho…

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## [Trouble accessing blackboard from pawn](https://forums.unrealengine.com/t/trouble-accessing-blackboard-from-pawn/2364356)

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**Author:** [@dilpo](https://forums.unrealengine.com/u/dilpo)\
**Replies:** 4\
**Last updated:** [February 28, 2025, 4:18pm UTC](https://forums.unrealengine.com/t/trouble-accessing-blackboard-from-pawn/2364356 "2025-02-28T16:18:45Z")

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The following screenshots show code that is not functioning as I thought they would. I attempt to set a blackboard value and then try to print the value and it comes up false in both scenarios. The only way I can set bla…

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## [Auto finish the RunParallel task when the execution flows back to the target state tree's root?](https://forums.unrealengine.com/t/auto-finish-the-runparallel-task-when-the-execution-flows-back-to-the-target-state-trees-root/2359573)

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**Author:** [@Noisegrinder](https://forums.unrealengine.com/u/Noisegrinder)\
**Replies:** 1\
**Last updated:** [February 27, 2025, 1:51am UTC](https://forums.unrealengine.com/t/auto-finish-the-runparallel-task-when-the-execution-flows-back-to-the-target-state-trees-root/2359573 "2025-02-27T01:51:59Z")

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I’m extending the FStateTreeRunParallelStateTreeTask because the task itself by default never finishes. The ideal behavior is to have a boolean variable for when the linked tree flows back to its root I could choose whet…

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## [Having Static and Dynamic Nav meshes](https://forums.unrealengine.com/t/having-static-and-dynamic-nav-meshes/2360413)

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**Author:** [@sefa78](https://forums.unrealengine.com/u/sefa78)\
**Replies:** 0\
**Last updated:** [February 26, 2025, 5:32pm UTC](https://forums.unrealengine.com/t/having-static-and-dynamic-nav-meshes/2360413 "2025-02-26T17:32:25Z")

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Hi there, I’m making an open world game, my map will have places that will always have AI moving around like towns, and place like a forest that won’t. I want to have Static nav meshes for these towns and I want to also …

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## [Can I make one common AI for a lot of NPC?](https://forums.unrealengine.com/t/can-i-make-one-common-ai-for-a-lot-of-npc/2359677)

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**Author:** [@Mr.JMUR](https://forums.unrealengine.com/u/Mr.JMUR)\
**Replies:** 2\
**Last updated:** [February 26, 2025, 5:28pm UTC](https://forums.unrealengine.com/t/can-i-make-one-common-ai-for-a-lot-of-npc/2359677 "2025-02-26T17:28:39Z")

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I’d like to create one AI which can give instructions for Characters: be passive, run away from Main Character or stay nearby (all characters could diy by Main character) I know how to do it when each NPC has personal A…

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## [Why “Find Path to Location Synchronously” No return value？](https://forums.unrealengine.com/t/why-find-path-to-location-synchronously-no-return-value/409564)

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**Author:** [@GaoHeShun](https://forums.unrealengine.com/u/GaoHeShun)\
**Replies:** 8\
**Last updated:** [February 25, 2025, 3:40pm UTC](https://forums.unrealengine.com/t/why-find-path-to-location-synchronously-no-return-value/409564 "2025-02-25T15:40:17Z")

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Hi！everybody： I want to use“Find Path to Location Synchronously” node，Find Path points ，But sometimes there is a return value, and sometimes the return value is empty。 Who can help me? I will be very grateful

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## [Trouble with EQS traces](https://forums.unrealengine.com/t/trouble-with-eqs-traces/2353472)

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**Author:** [@dilpo](https://forums.unrealengine.com/u/dilpo)\
**Replies:** 1\
**Last updated:** [February 24, 2025, 1:07am UTC](https://forums.unrealengine.com/t/trouble-with-eqs-traces/2353472 "2025-02-24T01:07:09Z")

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In my project I’m struggling every time I have to do a eqs with a trace. I have it working for my enemy that is seeking to get line of sight of the player, as shown below. However, when I duplicate the settings, I …

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## [ChatGPT streaming with Curl (VaRest).](https://forums.unrealengine.com/t/chatgpt-streaming-with-curl-varest/1917600)

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**Author:** [@MetalGandix](https://forums.unrealengine.com/u/MetalGandix)\
**Replies:** 2\
**Last updated:** [February 22, 2025, 6:19pm UTC](https://forums.unrealengine.com/t/chatgpt-streaming-with-curl-varest/1917600 "2025-02-22T18:19:42Z")

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Hi everyone, i’m trying to use the chatGPT streaming with VaRest plugin on Unreal Engine 5.1. But i think that when i do the Curl request, it gives me the tokens all togheter. I want them to arrive before the last one, …

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