# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=11

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**Page:** 12

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## [Trying to make it so there is no detour around enemies that are dead](https://forums.unrealengine.com/t/trying-to-make-it-so-there-is-no-detour-around-enemies-that-are-dead/2345226)

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**Author:** [@dilpo](https://forums.unrealengine.com/u/dilpo)\
**Replies:** 3\
**Last updated:** [February 21, 2025, 7:29pm UTC](https://forums.unrealengine.com/t/trying-to-make-it-so-there-is-no-detour-around-enemies-that-are-dead/2345226 "2025-02-21T19:29:10Z")

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I’m using blueprints and I’m not sure how to make alive enemies not detour around enemies that are dead. I thought maybe I could replace the actor on death with a non character but I’m not even sure how that would work.

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## [Behavior Tree Move To Going Crazy](https://forums.unrealengine.com/t/behavior-tree-move-to-going-crazy/687721)

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**Author:** [@ShadowStrider2](https://forums.unrealengine.com/u/ShadowStrider2)\
**Replies:** 8\
**Last updated:** [February 21, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/behavior-tree-move-to-going-crazy/687721 "2025-02-21T14:22:32Z")

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My very simple AI Behavior Tree was working fine, then I open the project today and the behavior tree is going crazy, nothing changed between then and now. I am using UE 5.0.3 The location target it is getting in the …

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## [Unreal State Tree abort functionality](https://forums.unrealengine.com/t/unreal-state-tree-abort-functionality/2297455)

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**Author:** [@Tiklu123](https://forums.unrealengine.com/u/Tiklu123)\
**Replies:** 4\
**Last updated:** [February 19, 2025, 8:31pm UTC](https://forums.unrealengine.com/t/unreal-state-tree-abort-functionality/2297455 "2025-02-19T20:31:52Z")

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So I have an AI with state tree component which has two parent states named ‘Idle’ and ‘On Seeing Player’ which is evaluated by a boolean variable in the AI blueprint with False and True respectively. The main problem is…

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## [Crowd AI Controller - capsule collision](https://forums.unrealengine.com/t/crowd-ai-controller-capsule-collision/462661)

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**Author:** [@anonymous\_user\_6199addd](https://forums.unrealengine.com/u/anonymous_user_6199addd)\
**Replies:** 2\
**Last updated:** [February 19, 2025, 12:50pm UTC](https://forums.unrealengine.com/t/crowd-ai-controller-capsule-collision/462661 "2025-02-19T12:50:28Z")

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Hello Gods of UE4! So Im using crowdAIcontroller, my AI is having trouble to walk over another dead AI, when the AI gets killed, Im setting collision disable to capsule and mesh, and additionally setting the capsule to …

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## [Behavior tree reroute nodes?](https://forums.unrealengine.com/t/behavior-tree-reroute-nodes/756154)

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**Author:** [@FortWorthJP](https://forums.unrealengine.com/u/FortWorthJP)\
**Replies:** 1\
**Last updated:** [February 1, 2023, 8:24pm UTC](https://forums.unrealengine.com/t/behavior-tree-reroute-nodes/756154 "2023-02-01T20:24:07Z")

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I have found following video that displays nice way of arranging behaviour tree nodes: Link to the video I wonder how can that be done? I was not able to find any information on this

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## [Basic AI stops working after possess / unpossess](https://forums.unrealengine.com/t/basic-ai-stops-working-after-possess-unpossess/372798)

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**Author:** [@anonymous\_user\_848cd6d1](https://forums.unrealengine.com/u/anonymous_user_848cd6d1)\
**Replies:** 6\
**Last updated:** [February 19, 2025, 2:06am UTC](https://forums.unrealengine.com/t/basic-ai-stops-working-after-possess-unpossess/372798 "2025-02-19T02:06:59Z")

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I tried searching for other Answers but they seem to be more complicated than what I need. I have several playable ThirdPerson characters. My aim is to be able to toggle among them and the ones not currently possessed…

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## [How to ignore querier in EQS trace test ? ( Find cover EQS )](https://forums.unrealengine.com/t/how-to-ignore-querier-in-eqs-trace-test-find-cover-eqs/2343270)

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**Author:** [@Patamaudelay](https://forums.unrealengine.com/u/Patamaudelay)\
**Replies:** 0\
**Last updated:** [February 18, 2025, 9:47pm UTC](https://forums.unrealengine.com/t/how-to-ignore-querier-in-eqs-trace-test-find-cover-eqs/2343270 "2025-02-18T21:47:20Z")

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Hello, I am struggling to create a find cover EQS because the Trace test from Querier to the target ( the player in my case ) takes into account the ennemy, the querier, itself. So all the zone that is hidden by the Mes…

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## [State Tree task never ends](https://forums.unrealengine.com/t/state-tree-task-never-ends/2330457)

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**Author:** [@Defohost](https://forums.unrealengine.com/u/Defohost)\
**Replies:** 1\
**Last updated:** [February 16, 2025, 3:06am UTC](https://forums.unrealengine.com/t/state-tree-task-never-ends/2330457 "2025-02-16T03:06:10Z")

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So I have been following this guide here Your First 60 Minutes with StateTree | Tutorial My problem right now is that as I am printing a string inside of my task it seems like it never ends the task or keeps running it …

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## [Dynamic modifications to NavMesh properties and cost](https://forums.unrealengine.com/t/dynamic-modifications-to-navmesh-properties-and-cost/397797)

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**Author:** [@anonymous\_user\_a3a170d9](https://forums.unrealengine.com/u/anonymous_user_a3a170d9)\
**Replies:** 5\
**Last updated:** [February 14, 2025, 10:32am UTC](https://forums.unrealengine.com/t/dynamic-modifications-to-navmesh-properties-and-cost/397797 "2025-02-14T10:32:57Z")

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I have recently started exploring the capabilities of what is exposed in UE4’s navigation system interface and Recast. One my goals is to discern whether the capability to modify the area cost and entry cost of NavMesh P…

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## [AI MoveTo Jittery Character](https://forums.unrealengine.com/t/ai-moveto-jittery-character/2331823)

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**Author:** [@indianapapi](https://forums.unrealengine.com/u/indianapapi)\
**Replies:** 1\
**Last updated:** [February 14, 2025, 1:18am UTC](https://forums.unrealengine.com/t/ai-moveto-jittery-character/2331823 "2025-02-14T01:18:38Z")

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I have a simple BehaviorTree for an enemy character. I use a Move To the target and the character experiences a seizure while moving. If I use a Move Directly Toward node, the enemy character works as expected. My …

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## [Mass AI Traffic Crashes](https://forums.unrealengine.com/t/mass-ai-traffic-crashes/874813)

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**Author:** [@HyperShade780](https://forums.unrealengine.com/u/HyperShade780)\
**Replies:** 10\
**Last updated:** [February 13, 2025, 10:46am UTC](https://forums.unrealengine.com/t/mass-ai-traffic-crashes/874813 "2025-02-13T10:46:33Z")

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This is the Error I am Getting. LoginId:04685f2a44a5ccc3368c6cb072a67f82 EpicAccountId:eddf8767851b43fab71524d0fa23b1bb Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x0000000000000020 UnrealEditor\_M…

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## [AI do not navigate on packaged build](https://forums.unrealengine.com/t/ai-do-not-navigate-on-packaged-build/1247489)

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**Author:** [@konker777](https://forums.unrealengine.com/u/konker777)\
**Replies:** 2\
**Last updated:** [February 13, 2025, 12:35am UTC](https://forums.unrealengine.com/t/ai-do-not-navigate-on-packaged-build/1247489 "2025-02-13T00:35:54Z")

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Hello everyone, I am running into an issue on a packaged build where my AI don’t move. My AI work just fine in editor but in a packaged build, they do not move. They will attack and do their abilities if I get in close…

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## [Problem with AI using Pawn Sensing: AI does not deviate from the player during movement](https://forums.unrealengine.com/t/problem-with-ai-using-pawn-sensing-ai-does-not-deviate-from-the-player-during-movement/2329463)

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**Author:** [@DarkPlayer\_Br1](https://forums.unrealengine.com/u/DarkPlayer_Br1)\
**Replies:** 1\
**Last updated:** [February 12, 2025, 5:48pm UTC](https://forums.unrealengine.com/t/problem-with-ai-using-pawn-sensing-ai-does-not-deviate-from-the-player-during-movement/2329463 "2025-02-12T17:48:48Z")

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Hey guys! I’m facing a problem with AI in my Unreal Engine 5 project and would like some help. I created a simple AI using Pawn Sensing to detect the player and added a Nav Mesh Bounds Volume to my level. The AI follows…

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## [AIPerception with multiple senses](https://forums.unrealengine.com/t/aiperception-with-multiple-senses/2323479)

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**Author:** [@PasMonVraiNom](https://forums.unrealengine.com/u/PasMonVraiNom)\
**Replies:** 5\
**Last updated:** [February 11, 2025, 2:29pm UTC](https://forums.unrealengine.com/t/aiperception-with-multiple-senses/2323479 "2025-02-11T14:29:30Z")

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Hi, Having an issue with the AI perception component on my enemy actor. If I add multiple senses to an AIPerception component, all but the first created are ignored, even if I move the array elements around. In the exa…

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## [AI strafes when set not to](https://forums.unrealengine.com/t/ai-strafes-when-set-not-to/2327168)

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**Author:** [@BlackHole137](https://forums.unrealengine.com/u/BlackHole137)\
**Replies:** 9\
**Last updated:** [February 11, 2025, 12:45pm UTC](https://forums.unrealengine.com/t/ai-strafes-when-set-not-to/2327168 "2025-02-11T12:45:37Z")

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Hello, i’m setting up an AI for a dog that follows the player around. It works correctly except for one thing. The dog has a limited turn rate with different animations depending on how fast it’s turning. Both the contro…

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## [New to unreal, AI EQS filter pathfind question](https://forums.unrealengine.com/t/new-to-unreal-ai-eqs-filter-pathfind-question/2326170)

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**Author:** [@Coyotekins\_YouTB1](https://forums.unrealengine.com/u/Coyotekins_YouTB1)\
**Replies:** 0\
**Last updated:** [February 10, 2025, 7:25pm UTC](https://forums.unrealengine.com/t/new-to-unreal-ai-eqs-filter-pathfind-question/2326170 "2025-02-10T19:25:04Z")

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So ive been using EQS to great value, however ive noticed that if you filter out an area, then your AI will still go through that area to get to another EQS thats on the other side of it. The question is, how do i stop …

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## [Why is my projectile not causing a collision when hitting enemy](https://forums.unrealengine.com/t/why-is-my-projectile-not-causing-a-collision-when-hitting-enemy/573014)

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**Author:** [@makka421](https://forums.unrealengine.com/u/makka421)\
**Replies:** 3\
**Last updated:** [February 10, 2025, 9:46am UTC](https://forums.unrealengine.com/t/why-is-my-projectile-not-causing-a-collision-when-hitting-enemy/573014 "2025-02-10T09:46:32Z")

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I’ve created a sphere collision over my projectile, but when I shoot the enemy AI i created, there is no damage detected. However, if a place a physical sphere in the projectile, sometimes it detects a hit, but it either…

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## [Detect when AI is off Navmesh ](https://forums.unrealengine.com/t/detect-when-ai-is-off-navmesh/2320990)

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**Author:** [@Tanspriter](https://forums.unrealengine.com/u/Tanspriter)\
**Replies:** 1\
**Last updated:** [February 10, 2025, 8:47am UTC](https://forums.unrealengine.com/t/detect-when-ai-is-off-navmesh/2320990 "2025-02-10T08:47:43Z")

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Hey all, I’m looking for common solutions for detecting an AI has gotten off the navmesh. Simplest example: The player has knocked them onto a nook on a cliff, so that they can stand up, but the terrain is too uneven fo…

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## [Tips for implementing an AI alarm system in a stealth game](https://forums.unrealengine.com/t/tips-for-implementing-an-ai-alarm-system-in-a-stealth-game/2325182)

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**Author:** [@TrofimovYuri](https://forums.unrealengine.com/u/TrofimovYuri)\
**Replies:** 0\
**Last updated:** [February 10, 2025, 4:41am UTC](https://forums.unrealengine.com/t/tips-for-implementing-an-ai-alarm-system-in-a-stealth-game/2325182 "2025-02-10T04:41:14Z")

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I’m working on the alarm subsystem in a stealth game. The level has several NPC squads patrolling designated areas. If the player is spotted, NPCs in that area will aggro. NPCs in other areas should go into aggressive pa…

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## [If actor is walled in, attack walls responsible for barrier](https://forums.unrealengine.com/t/if-actor-is-walled-in-attack-walls-responsible-for-barrier/2321988)

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**Author:** [@dilpo](https://forums.unrealengine.com/u/dilpo)\
**Replies:** 1\
**Last updated:** [February 9, 2025, 8:05pm UTC](https://forums.unrealengine.com/t/if-actor-is-walled-in-attack-walls-responsible-for-barrier/2321988 "2025-02-09T20:05:04Z")

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Currently I have a “does path exist” decorator that will determine if my AI is unable to reach a destination and if not this will be due to walls that the player has built. Now I’m trying to make code that determines whi…

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## [AI Perception attachment](https://forums.unrealengine.com/t/ai-perception-attachment/413765)

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**Author:** [@anonymous\_user\_010570ad](https://forums.unrealengine.com/u/anonymous_user_010570ad)\
**Replies:** 8\
**Last updated:** [February 8, 2025, 6:46pm UTC](https://forums.unrealengine.com/t/ai-perception-attachment/413765 "2025-02-08T18:46:41Z")

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Hello, I want to attach AI Perception Component to characters head instead of capsule center. Does anyone know how to do it? I red somewhere that it can be done by making AIPerceptionComponent based class in C++ and add…

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## [Nav Link Not Triggers if i dont use AI Move To Node ](https://forums.unrealengine.com/t/nav-link-not-triggers-if-i-dont-use-ai-move-to-node/2320353)

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**Author:** [@Talipp](https://forums.unrealengine.com/u/Talipp)\
**Replies:** 0\
**Last updated:** [February 6, 2025, 3:54pm UTC](https://forums.unrealengine.com/t/nav-link-not-triggers-if-i-dont-use-ai-move-to-node/2320353 "2025-02-06T15:54:32Z")

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I Made A Custom AI Movement Script Its really basic tho but Nav Link Not Triggers when im using my custom movement script instead of using default ai move to node. Movement Script : AI Movement posted by anonymous | blu…

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## [How to properly integrate Libtorch (Pytorch) and Unreal Engine 4?](https://forums.unrealengine.com/t/how-to-properly-integrate-libtorch-pytorch-and-unreal-engine-4/263158)

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**Author:** [@Amethystium77](https://forums.unrealengine.com/u/Amethystium77)\
**Replies:** 2\
**Last updated:** [February 5, 2025, 9:14am UTC](https://forums.unrealengine.com/t/how-to-properly-integrate-libtorch-pytorch-and-unreal-engine-4/263158 "2025-02-05T09:14:17Z")

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Visual Studio 2019 Unreal Engine 4 (4.26.2) Libtorch 1.10 versión CPU release mode When I integrate Libtorch (Pytorch) into Visual studio 2019 in release mode. I can run my algorithms without problems. However, when …

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## [AI Issue with movement ](https://forums.unrealengine.com/t/ai-issue-with-movement/2307970)

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**Author:** [@MOVTISKILLS2024](https://forums.unrealengine.com/u/MOVTISKILLS2024)\
**Replies:** 8\
**Last updated:** [February 3, 2025, 6:13pm UTC](https://forums.unrealengine.com/t/ai-issue-with-movement/2307970 "2025-02-03T18:13:23Z")

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I’m trying to get the AI to move towards this hut as part of a Tower Defense Simulator Game, but for the life of me I can’t get it to recognize it, I’ve tried everything, changing the type, different things, but I c…

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## [Accessing and setting a blackboard key from a controller blueprint ](https://forums.unrealengine.com/t/accessing-and-setting-a-blackboard-key-from-a-controller-blueprint/2314619)

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**Author:** [@ItalyCoffeeBean](https://forums.unrealengine.com/u/ItalyCoffeeBean)\
**Replies:** 1\
**Last updated:** [February 3, 2025, 1:06am UTC](https://forums.unrealengine.com/t/accessing-and-setting-a-blackboard-key-from-a-controller-blueprint/2314619 "2025-02-03T01:06:33Z")

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I have a blackboard and associated behaviour tree. I have a ‘pig’ which I want to make walk around between various points. It has a AI controller attached to its pawn blueprint, and I’ve used the ‘on possess’ event in o…

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## [How can I auto-arrange / fit various small 3D Shapes without Overlap within a defined larger 3D Shape?](https://forums.unrealengine.com/t/how-can-i-auto-arrange-fit-various-small-3d-shapes-without-overlap-within-a-defined-larger-3d-shape/1328822)

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**Author:** [@TechLord](https://forums.unrealengine.com/u/TechLord)\
**Replies:** 2\
**Last updated:** [February 2, 2025, 6:53am UTC](https://forums.unrealengine.com/t/how-can-i-auto-arrange-fit-various-small-3d-shapes-without-overlap-within-a-defined-larger-3d-shape/1328822 "2025-02-02T06:53:05Z")

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Seeking Algorithm can be use to auto-arrange various small 3D Shapes without Overlap within a defined larger 3D Shape. Bard Generative AI produced the following results: Axis-AlignedHeight-FieldBlockDecompositionof3…

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## [Can StateTrees be used outside of the main thread?](https://forums.unrealengine.com/t/can-statetrees-be-used-outside-of-the-main-thread/1947529)

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**Author:** [@Jeep\_Curacao](https://forums.unrealengine.com/u/Jeep_Curacao)\
**Replies:** 2\
**Last updated:** [January 31, 2025, 9:25am UTC](https://forums.unrealengine.com/t/can-statetrees-be-used-outside-of-the-main-thread/1947529 "2025-01-31T09:25:54Z")

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It seems like a long shot, but can StateTrees be used outside of the game thread? I have an enormous number of AI enemies, most of whom are already not actors but primitive meshes, and I’d like to manage at least their c…

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## [AI Pawn walking in place after level sequencer finishes, build only. ](https://forums.unrealengine.com/t/ai-pawn-walking-in-place-after-level-sequencer-finishes-build-only/2309720)

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**Author:** [@Rdawg082802](https://forums.unrealengine.com/u/Rdawg082802)\
**Replies:** 0\
**Last updated:** [January 30, 2025, 2:01am UTC](https://forums.unrealengine.com/t/ai-pawn-walking-in-place-after-level-sequencer-finishes-build-only/2309720 "2025-01-30T02:01:49Z")

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Hello, I’ve been struggling with this for a while now. While playing in the editor, after a level sequence finishes, the AI returns to normal and works as intended, but in our packaged version, the AI walks in place afte…

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## [How to make AI not slow down near objects and not get stuck?](https://forums.unrealengine.com/t/how-to-make-ai-not-slow-down-near-objects-and-not-get-stuck/2307639)

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**Author:** [@HeliaXDemoN](https://forums.unrealengine.com/u/HeliaXDemoN)\
**Replies:** 2\
**Last updated:** [January 29, 2025, 4:47pm UTC](https://forums.unrealengine.com/t/how-to-make-ai-not-slow-down-near-objects-and-not-get-stuck/2307639 "2025-01-29T16:47:30Z")

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Do you have any idea why this is happening to my AI? Some information At the Tree it is going only to “Move To” (targe is my character) The capsule and other parts are not colliding with the table The navmesh (in green…

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## [Sub Behavior tree immediately failing when called. When using other behavior tree with no Blackboard data works fine. Advice?](https://forums.unrealengine.com/t/sub-behavior-tree-immediately-failing-when-called-when-using-other-behavior-tree-with-no-blackboard-data-works-fine-advice/634871)

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**Author:** [@ckitchen](https://forums.unrealengine.com/u/ckitchen)\
**Replies:** 4\
**Last updated:** [January 29, 2025, 1:32am UTC](https://forums.unrealengine.com/t/sub-behavior-tree-immediately-failing-when-called-when-using-other-behavior-tree-with-no-blackboard-data-works-fine-advice/634871 "2025-01-29T01:32:12Z")

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