# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=12

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**Page:** 13

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## [AI reward system for jumping](https://forums.unrealengine.com/t/ai-reward-system-for-jumping/2305582)

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**Author:** [@Bastinator3](https://forums.unrealengine.com/u/Bastinator3)\
**Replies:** 0\
**Last updated:** [January 27, 2025, 11:22am UTC](https://forums.unrealengine.com/t/ai-reward-system-for-jumping/2305582 "2025-01-27T11:22:19Z")

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Hello everybody. I am working on an AI that is completing a Jump and Run with Reinforcement Learning. A problem I am currently facing is the reward system for jumping. How can I give or take away points from my AI when i…

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## [Ue4 and Ue5 AI Move To Difference](https://forums.unrealengine.com/t/ue4-and-ue5-ai-move-to-difference/2295825)

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**Author:** [@Slygear](https://forums.unrealengine.com/u/Slygear)\
**Replies:** 12\
**Last updated:** [January 25, 2025, 12:55am UTC](https://forums.unrealengine.com/t/ue4-and-ue5-ai-move-to-difference/2295825 "2025-01-25T00:55:10Z")

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Hello, as you can see in the videos below, the code I made in Ue4 does not work in Ue5, there is no difference. I do everything exactly the same. Is there a change in Ue5 related to AI Move To or navmesh?

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## [What is this "AI Behaviors" Plugin sitting dormant in UE5?](https://forums.unrealengine.com/t/what-is-this-ai-behaviors-plugin-sitting-dormant-in-ue5/2300250)

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**Author:** [@TechLord](https://forums.unrealengine.com/u/TechLord)\
**Replies:** 2\
**Last updated:** [January 25, 2025, 12:10am UTC](https://forums.unrealengine.com/t/what-is-this-ai-behaviors-plugin-sitting-dormant-in-ue5/2300250 "2025-01-25T00:10:05Z")

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## [Little problem with Behaviour trees ](https://forums.unrealengine.com/t/little-problem-with-behaviour-trees/2300509)

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**Author:** [@Betranova](https://forums.unrealengine.com/u/Betranova)\
**Replies:** 2\
**Last updated:** [January 24, 2025, 11:34pm UTC](https://forums.unrealengine.com/t/little-problem-with-behaviour-trees/2300509 "2025-01-24T23:34:28Z")

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Hi, I just started using behaviour trees to make some enemies chase the player around the map, this worked perfectly after watching a couple tutorials and reading about it, but now I also wanted to make a different type …

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## [Ai Move to Stopping when Character is in Air](https://forums.unrealengine.com/t/ai-move-to-stopping-when-character-is-in-air/465863)

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**Author:** [@Myllz](https://forums.unrealengine.com/u/Myllz)\
**Replies:** 14\
**Last updated:** [January 24, 2025, 4:22am UTC](https://forums.unrealengine.com/t/ai-move-to-stopping-when-character-is-in-air/465863 "2025-01-24T04:22:58Z")

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Hey I am making a Simple AI Petsystem and I have set up locations around my character using components and I have my Ai moving to the World space of those components using the AI Move to Task in the Behavior Tree, When e…

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## [Ai perception: pins missing on "on target perception updated"](https://forums.unrealengine.com/t/ai-perception-pins-missing-on-on-target-perception-updated/2300137)

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**Author:** [@dilpo](https://forums.unrealengine.com/u/dilpo)\
**Replies:** 2\
**Last updated:** [January 24, 2025, 1:10am UTC](https://forums.unrealengine.com/t/ai-perception-pins-missing-on-on-target-perception-updated/2300137 "2025-01-24T01:10:40Z")

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I’m not understanding what the difference is here with these 2 controllers with ai perception. One has many pins and the other only has 2.

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## [Random Child Selection State Tree](https://forums.unrealengine.com/t/random-child-selection-state-tree/2057507)

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**Author:** [@EvilGeniusTC](https://forums.unrealengine.com/u/EvilGeniusTC)\
**Replies:** 7\
**Last updated:** [January 24, 2025, 12:55am UTC](https://forums.unrealengine.com/t/random-child-selection-state-tree/2057507 "2025-01-24T00:55:33Z")

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No matter how many times I run this it never randomly selects the third child. It always prints FIRST or SECOND… What is the issue here? Adding another child allows the third to be selected but the last child is never se…

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## [AI Perception only can detect middle of player](https://forums.unrealengine.com/t/ai-perception-only-can-detect-middle-of-player/318862)

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**Author:** [@anonymous\_user\_c234d6f3](https://forums.unrealengine.com/u/anonymous_user_c234d6f3)\
**Replies:** 14\
**Last updated:** [January 23, 2025, 2:25pm UTC](https://forums.unrealengine.com/t/ai-perception-only-can-detect-middle-of-player/318862 "2025-01-23T14:25:10Z")

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I have a player character peeking out of cover with his head sticking out. However, the AI with AI Perception can’t see him because the middle of his body is not visible. Is there anyway to make the AI be able to detect …

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## [Unreal Engine 5.5.1 Bug](https://forums.unrealengine.com/t/unreal-engine-5-5-1-bug/2294879)

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**Author:** [@Shind1](https://forums.unrealengine.com/u/Shind1)\
**Replies:** 0\
**Last updated:** [January 21, 2025, 8:36am UTC](https://forums.unrealengine.com/t/unreal-engine-5-5-1-bug/2294879 "2025-01-21T08:36:10Z")

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Developers of the Unreal Engine 5 I recently came across a problem that is the ai perception is broken. Everything works perfectly for me on version 5.4.4, but when I updated the engine, I noticed that for some reason …

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## [Help Understanding State Tree Task Placement for AI Combat Logic in UE5.5](https://forums.unrealengine.com/t/help-understanding-state-tree-task-placement-for-ai-combat-logic-in-ue5-5/2292293)

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**Author:** [@StellerBap](https://forums.unrealengine.com/u/StellerBap)\
**Replies:** 0\
**Last updated:** [January 20, 2025, 4:07am UTC](https://forums.unrealengine.com/t/help-understanding-state-tree-task-placement-for-ai-combat-logic-in-ue5-5/2292293 "2025-01-20T04:07:53Z")

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Hey, I am having a few problems with understanding where to place certain tasks in state trees. Here is the TLDR of the main questions. I will expand upon them below. Main Questions: How should I handle weapon firi…

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## [Local llama and UE5 integration ](https://forums.unrealengine.com/t/local-llama-and-ue5-integration/2017660)

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**Author:** [@YasminVROPW](https://forums.unrealengine.com/u/YasminVROPW)\
**Replies:** 1\
**Last updated:** [January 18, 2025, 10:07pm UTC](https://forums.unrealengine.com/t/local-llama-and-ue5-integration/2017660 "2025-01-18T22:07:31Z")

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Hi, I’ve built a local Llama model and developed an API for it. Now, I need to integrate it into Unreal Engine 5 to create a custom offline chatbot for in-game interactions. Has anyone done something similar or have ti…

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## [Should I use "Pawn Sensing or "Ai Perception" for Unreal Engine 5.1.1?](https://forums.unrealengine.com/t/should-i-use-pawn-sensing-or-ai-perception-for-unreal-engine-5-1-1/791984)

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**Author:** [@Petricchor](https://forums.unrealengine.com/u/Petricchor)\
**Replies:** 5\
**Last updated:** [January 18, 2025, 8:30pm UTC](https://forums.unrealengine.com/t/should-i-use-pawn-sensing-or-ai-perception-for-unreal-engine-5-1-1/791984 "2025-01-18T20:30:31Z")

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I’m trying to create a new AI in Unreal version 5.1.1. I did some research to decide what to use and learned in 2015 posts that pawn sensing will be removed soon, we should use ai perception. However, I see that there …

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## [AI walks to location below target instead of target](https://forums.unrealengine.com/t/ai-walks-to-location-below-target-instead-of-target/2283032)

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**Author:** [@PixelIndieDev](https://forums.unrealengine.com/u/PixelIndieDev)\
**Replies:** 5\
**Last updated:** [January 18, 2025, 1:29pm UTC](https://forums.unrealengine.com/t/ai-walks-to-location-below-target-instead-of-target/2283032 "2025-01-18T13:29:58Z")

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I’m encountering an issue with my AI pathfinding. Here’s an image illustrating the problem: image Image: The blue “X” in the image is the target location. The blue line shows the intended path the AI should take. The r…

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## [Inconsistent Ai](https://forums.unrealengine.com/t/inconsistent-ai/2283509)

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**Author:** [@Zedrophobe](https://forums.unrealengine.com/u/Zedrophobe)\
**Replies:** 0\
**Last updated:** [January 17, 2025, 11:29pm UTC](https://forums.unrealengine.com/t/inconsistent-ai/2283509 "2025-01-17T23:29:34Z")

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Why is Ai so inconsistent, every time I load up my project I have to spend more than 50% of my next session trying to get the ai to work again. However despite changing no settings and just removing and replacing the ass…

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## [Behavior Tree](https://forums.unrealengine.com/t/behavior-tree/2281541)

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**Author:** [@Zedrophobe](https://forums.unrealengine.com/u/Zedrophobe)\
**Replies:** 5\
**Last updated:** [January 17, 2025, 11:32am UTC](https://forums.unrealengine.com/t/behavior-tree/2281541 "2025-01-17T11:32:33Z")

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I’m trying to remove a branch from my behavior tree once a task (that can only be completed once) has been completed. I created a new decorator that simply checks if the bb value = true, if so to skip. However it works f…

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## [How to create a Time Limit decorator with a custom condition?](https://forums.unrealengine.com/t/how-to-create-a-time-limit-decorator-with-a-custom-condition/2281414)

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**Author:** [@LeonFrei96](https://forums.unrealengine.com/u/LeonFrei96)\
**Replies:** 2\
**Last updated:** [January 17, 2025, 4:52am UTC](https://forums.unrealengine.com/t/how-to-create-a-time-limit-decorator-with-a-custom-condition/2281414 "2025-01-17T04:52:47Z")

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I’m trying to create a behavior where, if an Enemy is trying to attack a player but fails to reach them after X seconds, they will give up and instead do a ranged attack. But NOT do the ranged attack if he first attac…

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## [Run EQS Querry in Behavior Tree never succeeds](https://forums.unrealengine.com/t/run-eqs-querry-in-behavior-tree-never-succeeds/2279397)

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**Author:** [@NexUs](https://forums.unrealengine.com/u/NexUs)\
**Replies:** 4\
**Last updated:** [January 17, 2025, 12:55am UTC](https://forums.unrealengine.com/t/run-eqs-querry-in-behavior-tree-never-succeeds/2279397 "2025-01-17T00:55:50Z")

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Hi, i was trying to learn something about EQS based on Ali Elzoheiry youtube tutorials called “Smart Enemy AI Tutorial series”. I watched some of his videos and decided to finally try to do something by myself. I wanted…

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## [Ai Movement](https://forums.unrealengine.com/t/ai-movement/2281347)

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**Author:** [@Zedrophobe](https://forums.unrealengine.com/u/Zedrophobe)\
**Replies:** 2\
**Last updated:** [January 16, 2025, 11:40pm UTC](https://forums.unrealengine.com/t/ai-movement/2281347 "2025-01-16T23:40:37Z")

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I’m trying to create a very simple block that moves to a random location using the ai move to function. Does the box have to have a skeletal mesh? From my initial investigation it would appear it requires both a skeleto…

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## [Navmesh needs to be rebuilt problem](https://forums.unrealengine.com/t/navmesh-needs-to-be-rebuilt-problem/349945)

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**Author:** [@JBroderick](https://forums.unrealengine.com/u/JBroderick)\
**Replies:** 4\
**Last updated:** [December 7, 2019, 3:25pm UTC](https://forums.unrealengine.com/t/navmesh-needs-to-be-rebuilt-problem/349945 "2019-12-07T15:25:17Z")

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Hi guys, I am having an issue with the Navmesh, it’s perfectly fine until I change any of the settings in the recast nav mesh object and then it stops working completely, even after manually rebuilding the paths in the d…

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## [ BB Decorator act like "On value change" than "on Result change"](https://forums.unrealengine.com/t/bb-decorator-act-like-on-value-change-than-on-result-change/2280491)

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**Author:** [@puzzlingoutlaw](https://forums.unrealengine.com/u/puzzlingoutlaw)\
**Replies:** 2\
**Last updated:** [January 16, 2025, 7:11pm UTC](https://forums.unrealengine.com/t/bb-decorator-act-like-on-value-change-than-on-result-change/2280491 "2025-01-16T19:11:52Z")

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Hello Everyone! Encountered a problem that BB Decorator act like “On value change” than “on Result change” Just for testing, I built on clean project, Simple BTree with selector and BlackBoard float decorator “Greater …

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## [AI shooting at player](https://forums.unrealengine.com/t/ai-shooting-at-player/446405)

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**Author:** [@MihaiM21](https://forums.unrealengine.com/u/MihaiM21)\
**Replies:** 2\
**Last updated:** [January 16, 2025, 6:03pm UTC](https://forums.unrealengine.com/t/ai-shooting-at-player/446405 "2025-01-16T18:03:55Z")

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I am trying to make the AI to shoot at the player when he see the player.Can someone help me?

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## [Can I use ProjectPointToNavigation in C++?](https://forums.unrealengine.com/t/can-i-use-projectpointtonavigation-in-c/311793)

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**Author:** [@jechli\_1](https://forums.unrealengine.com/u/jechli_1)\
**Replies:** 7\
**Last updated:** [January 15, 2025, 9:14pm UTC](https://forums.unrealengine.com/t/can-i-use-projectpointtonavigation-in-c/311793 "2025-01-15T21:14:06Z")

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I’m just wondering if there is a C++ version of the blueprint function ProjectPointToNavigation. I’ve gone through the list of functions that a vector uses and PointPlaneProject is probably the closest to what I want to …

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## [AI Navigation fails with navmesh set to Dynamic runtime generation](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366)

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**Author:** [@anonymous\_user\_3ca377f31](https://forums.unrealengine.com/u/anonymous_user_3ca377f31)\
**Replies:** 13\
**Last updated:** [January 15, 2025, 2:05pm UTC](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366 "2025-01-15T14:05:20Z")

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I’m having trouble moving an AI character to another actor when runtime generation is set to dynamic. It works if I set it to static, but gives an Aborted error otherwise. I can see the cell updating when I start the sim…

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## [MassAI Crowd Visualization Low Res Actor "LOD" replacement transform issue](https://forums.unrealengine.com/t/massai-crowd-visualization-low-res-actor-lod-replacement-transform-issue/2277979)

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**Author:** [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Replies:** 0\
**Last updated:** [January 15, 2025, 8:14am UTC](https://forums.unrealengine.com/t/massai-crowd-visualization-low-res-actor-lod-replacement-transform-issue/2277979 "2025-01-15T08:14:13Z")

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I’ve been testing the MassAI crowd system. I have set up a simple crowd that walks along a two lane zonegraph, using Mannequinns as actor representations for the entities. This works more or less without issue, but as s…

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## [Navmesh not working well in packaged build](https://forums.unrealengine.com/t/navmesh-not-working-well-in-packaged-build/2274942)

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**Author:** [@Awesomisation1](https://forums.unrealengine.com/u/Awesomisation1)\
**Replies:** 0\
**Last updated:** [January 13, 2025, 3:48pm UTC](https://forums.unrealengine.com/t/navmesh-not-working-well-in-packaged-build/2274942 "2025-01-13T15:48:20Z")

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Hi all. I am making a game with AI that uses the navmesh. When I play the game in the editor or standalone mode, the AI works fine and is able to navigate properly. However, when the game is packaged the AI is not able t…

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## [\[UE\_4.4\]\[AI + Navmesh\] Using NavLinkProxy's smart and simple links - only simple seems to work?](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588)

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**Author:** [@anonymous\_user\_cf025a94](https://forums.unrealengine.com/u/anonymous_user_cf025a94)\
**Replies:** 5\
**Last updated:** [January 13, 2025, 10:56am UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588 "2025-01-13T10:56:50Z")

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Hi, I’m experiencing problems while trying to use smart links in AI navigation. In my understanding Smart links are used for cases when you want to enable/disable them, opening up temp paths for AI to use, and turning …

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## [Request: Node for Attaching AI Control Rotation to a Component](https://forums.unrealengine.com/t/request-node-for-attaching-ai-control-rotation-to-a-component/2273080)

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**Author:** [@moshtagh\_ur4](https://forums.unrealengine.com/u/moshtagh_ur4)\
**Replies:** 0\
**Last updated:** [January 12, 2025, 2:39pm UTC](https://forums.unrealengine.com/t/request-node-for-attaching-ai-control-rotation-to-a-component/2273080 "2025-01-12T14:39:18Z")

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Dear Epic Games Team, I hope this message finds you well. I would like to suggest a feature for Unreal Engine that would greatly simplify the workflow for developers working with AI systems. Currently, implementing a s…

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## [AI navigation blocking self?](https://forums.unrealengine.com/t/ai-navigation-blocking-self/326358)

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**Author:** [@JimmothySanchez](https://forums.unrealengine.com/u/JimmothySanchez)\
**Replies:** 3\
**Last updated:** [January 11, 2025, 10:01pm UTC](https://forums.unrealengine.com/t/ai-navigation-blocking-self/326358 "2025-01-11T22:01:26Z")

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I have an pawn controlled by an AI controller with a behavior Tree. I had it working so that the pawn used the move to node to avoid obstacles. I switched the runtime generation on the navmesh to dynamic and now the pawn…

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## [AI Perception fails to detect sight when using blueprint nativize conversion when building game](https://forums.unrealengine.com/t/ai-perception-fails-to-detect-sight-when-using-blueprint-nativize-conversion-when-building-game/385366)

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**Author:** [@warka](https://forums.unrealengine.com/u/warka)\
**Replies:** 7\
**Last updated:** [January 11, 2025, 8:29am UTC](https://forums.unrealengine.com/t/ai-perception-fails-to-detect-sight-when-using-blueprint-nativize-conversion-when-building-game/385366 "2025-01-11T08:29:34Z")

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I was using AI perception to detect my player object and it was working fine in the editor however when i cooked the game to be distributed i used the nativize blueprints feature and it was causing the AI not to see the …

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## [AIController (or Detour Crowd AI controller) reports Last Input Vector as zero](https://forums.unrealengine.com/t/aicontroller-or-detour-crowd-ai-controller-reports-last-input-vector-as-zero/2269414)

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**Author:** [@archanger](https://forums.unrealengine.com/u/archanger)\
**Replies:** 8\
**Last updated:** [January 10, 2025, 12:09pm UTC](https://forums.unrealengine.com/t/aicontroller-or-detour-crowd-ai-controller-reports-last-input-vector-as-zero/2269414 "2025-01-10T12:09:51Z")

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Hi, Using UE5.3.2. In my test I have three unique pawns (pig, chicken and casowar), all of them uses same logic. I have custom logic for calculating speed and steering and then have proper animation played, in which I’m…

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