# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=14

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**Page:** 15

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## [Deeplearning in UE5 ?](https://forums.unrealengine.com/t/deeplearning-in-ue5/814046)

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**Author:** [@curemilkyway](https://forums.unrealengine.com/u/curemilkyway)\
**Replies:** 2\
**Last updated:** [December 6, 2024, 2:56pm UTC](https://forums.unrealengine.com/t/deeplearning-in-ue5/814046 "2024-12-06T14:56:27Z")

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Hi all, I want to train a AI players by reinforcement learning, I found that there are two plugins in UE5, ML Adapter and Python Editor Script Plugin, both them have no documentation or demo. For ML Adapter, I only see…

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## [What is 'Owner Actor' ,'Owner Controller and 'Owner Pawn' in the Event receive tick and Event receive tick AI?](https://forums.unrealengine.com/t/what-is-owner-actor-owner-controller-and-owner-pawn-in-the-event-receive-tick-and-event-receive-tick-ai/2174180)

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**Author:** [@FLMRL](https://forums.unrealengine.com/u/FLMRL)\
**Replies:** 3\
**Last updated:** [December 6, 2024, 7:35am UTC](https://forums.unrealengine.com/t/what-is-owner-actor-owner-controller-and-owner-pawn-in-the-event-receive-tick-and-event-receive-tick-ai/2174180 "2024-12-06T07:35:33Z")

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These three parameters seems to be confusing. It would be really great if somebody can explain it.

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## [APawn custom AIController, and UCrowdFollowingComponent c++ setup for Detour/CrowdManager](https://forums.unrealengine.com/t/apawn-custom-aicontroller-and-ucrowdfollowingcomponent-c-setup-for-detour-crowdmanager/1598053)

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**Author:** [@Wysepka420](https://forums.unrealengine.com/u/Wysepka420)\
**Replies:** 2\
**Last updated:** [December 6, 2024, 2:23am UTC](https://forums.unrealengine.com/t/apawn-custom-aicontroller-and-ucrowdfollowingcomponent-c-setup-for-detour-crowdmanager/1598053 "2024-12-06T02:23:03Z")

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Hi ! So after 2 weeks of tweaking, searching and debugging unreal source code finally found a way to implement Detour/CrowdManager for simple APawn with FloatingPawnMovement component. Im writing this cause there is no…

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## [How is the AI of CitySample Vehicle implemented](https://forums.unrealengine.com/t/how-is-the-ai-of-citysample-vehicle-implemented/2173826)

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**Author:** [@jfq921](https://forums.unrealengine.com/u/jfq921)\
**Replies:** 0\
**Last updated:** [December 5, 2024, 2:42pm UTC](https://forums.unrealengine.com/t/how-is-the-ai-of-citysample-vehicle-implemented/2173826 "2024-12-05T14:42:17Z")

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How is the AI of CitySample Vehicle implemented

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## [AIを大量配置すると、スタンドアロンでMoveToしなくなる](https://forums.unrealengine.com/t/ai-moveto/2173647)

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**Author:** [@Online\_Learner\_wh14U](https://forums.unrealengine.com/u/Online_Learner_wh14U)\
**Replies:** 0\
**Last updated:** [December 5, 2024, 1:24pm UTC](https://forums.unrealengine.com/t/ai-moveto/2173647 "2024-12-05T13:24:42Z")

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現在、FPSのゲームを作っている者です。 Triggerに触れたらNPCのBTが起動し、プレイヤーの元にMoveToで追いかけて来るという処理のAIを作りました。 PIEでは全員ちゃんと動くのですが、スタンドアロンで起動すると何体か追いかけてこなくなります。 NavMeshの再ビルドやダイナミック化を試みましたが結果は変わりませんでした。 ところが、敵の数を間引いてプレイしたらNPCがちゃんと動いてくれました。 その次に、今度…

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## [Moving a Nav Mesh Volume after possessing and moving an AI Pawn](https://forums.unrealengine.com/t/moving-a-nav-mesh-volume-after-possessing-and-moving-an-ai-pawn/2171745)

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**Author:** [@ThatViridian](https://forums.unrealengine.com/u/ThatViridian)\
**Replies:** 0\
**Last updated:** [December 4, 2024, 9:36pm UTC](https://forums.unrealengine.com/t/moving-a-nav-mesh-volume-after-possessing-and-moving-an-ai-pawn/2171745 "2024-12-04T21:36:33Z")

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Hello! I’m building a game where the player can possess other pawns, essentially changing characters. The player starts as one character, with the other possessable characters controlled by AI until they are possessed. …

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## [Anyone got GeneratedNavLinksProxy to work in a build? (Automatic Navigation Link Generation)](https://forums.unrealengine.com/t/anyone-got-generatednavlinksproxy-to-work-in-a-build-automatic-navigation-link-generation/2131647)

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**Author:** [@CaretCaret](https://forums.unrealengine.com/u/CaretCaret)\
**Replies:** 1\
**Last updated:** [December 1, 2024, 8:18pm UTC](https://forums.unrealengine.com/t/anyone-got-generatednavlinksproxy-to-work-in-a-build-automatic-navigation-link-generation/2131647 "2024-12-01T20:18:43Z")

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I’m testing the new Automatic Navigation Link Generation and it’s all good in the editor, but in the build the event (ReceiveSmartLinkReached) in the GeneratedNavLinksProxy is not called. Just wondering if anyone has it…

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## [Character using AIController's MoveToActor not taking a straight line path](https://forums.unrealengine.com/t/character-using-aicontrollers-movetoactor-not-taking-a-straight-line-path/2068729)

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**Author:** [@dsanders](https://forums.unrealengine.com/u/dsanders)\
**Replies:** 9\
**Last updated:** [November 30, 2024, 3:12am UTC](https://forums.unrealengine.com/t/character-using-aicontrollers-movetoactor-not-taking-a-straight-line-path/2068729 "2024-11-30T03:12:02Z")

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I’m trying to get a Character to move to a goal actor on a navmesh, using the MoveToActor function in AIController to move the character. At the start and end of the character’s movement, the character moves to the side,…

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## [Physics not working](https://forums.unrealengine.com/t/physics-not-working/2155700)

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**Author:** [@FaTaLxGaming](https://forums.unrealengine.com/u/FaTaLxGaming)\
**Replies:** 2\
**Last updated:** [November 29, 2024, 11:28pm UTC](https://forums.unrealengine.com/t/physics-not-working/2155700 "2024-11-29T23:28:51Z")

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I am trying to get my AI enemy to ragdoll when it collides with a bullet. It is not working. any help would be appreciated. I am lost on what to do.

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## [How can I make a task in a Behavior Tree play just once?](https://forums.unrealengine.com/t/how-can-i-make-a-task-in-a-behavior-tree-play-just-once/2157914)

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**Author:** [@Memeready](https://forums.unrealengine.com/u/Memeready)\
**Replies:** 0\
**Last updated:** [November 29, 2024, 11:03am UTC](https://forums.unrealengine.com/t/how-can-i-make-a-task-in-a-behavior-tree-play-just-once/2157914 "2024-11-29T11:03:24Z")

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Hey, I’m using a Behavior Tree in Unreal Engine 5, and I’ve got a task node that plays a sound (like ‘Play Sound’). The problem is, it keeps repeating every time the tree updates and I know I can define a decorator like …

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## [AI move to node not working](https://forums.unrealengine.com/t/ai-move-to-node-not-working/2147776)

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**Author:** [@PineapplePete53](https://forums.unrealengine.com/u/PineapplePete53)\
**Replies:** 0\
**Last updated:** [November 24, 2024, 5:34am UTC](https://forums.unrealengine.com/t/ai-move-to-node-not-working/2147776 "2024-11-24T05:34:54Z")

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I have just started to dive into some character AI stuff and found myself in a weird situation. The code I show below worked perfectly fine. When I was randomly moving sliders in the RecastNavMesh menu to see what they d…

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## [Behavior tree is not showing AI sight](https://forums.unrealengine.com/t/behavior-tree-is-not-showing-ai-sight/2147446)

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**Author:** [@Charlie\_BeBop1](https://forums.unrealengine.com/u/Charlie_BeBop1)\
**Replies:** 1\
**Last updated:** [November 24, 2024, 4:55am UTC](https://forums.unrealengine.com/t/behavior-tree-is-not-showing-ai-sight/2147446 "2024-11-24T04:55:32Z")

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Current code, I’ve been following this video and after triple checking all of the blueprints are correct.

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## [Find Path to Location Synchronously makes strange paths every now and then, how can I fix it?](https://forums.unrealengine.com/t/find-path-to-location-synchronously-makes-strange-paths-every-now-and-then-how-can-i-fix-it/2098468)

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**Author:** [@Airborne](https://forums.unrealengine.com/u/Airborne)\
**Replies:** 2\
**Last updated:** [November 23, 2024, 2:18am UTC](https://forums.unrealengine.com/t/find-path-to-location-synchronously-makes-strange-paths-every-now-and-then-how-can-i-fix-it/2098468 "2024-11-23T02:18:47Z")

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I have an actor that I have that uses FPtLS along with some custom code to choose a path through a randomly generated maze and in a few instances of this maze, that I am able to recreate every time, when the actor uses F…

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## [Test-NPC doesn't move and fails to follow player](https://forums.unrealengine.com/t/test-npc-doesnt-move-and-fails-to-follow-player/2143467)

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**Author:** [@Akutos](https://forums.unrealengine.com/u/Akutos)\
**Replies:** 1\
**Last updated:** [November 22, 2024, 3:10pm UTC](https://forums.unrealengine.com/t/test-npc-doesnt-move-and-fails-to-follow-player/2143467 "2024-11-22T15:10:22Z")

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Hello, absolute noob here :\_: I’m currently learning how to implement NPCs with AI-Movementin UE5, for that I tried to replicate some tutorials where the NPC should follow the player character. Only Problem is, my NPC w…

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## [Need to Stop AI after My Player Won the Match](https://forums.unrealengine.com/t/need-to-stop-ai-after-my-player-won-the-match/2140105)

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**Author:** [@Megha145](https://forums.unrealengine.com/u/Megha145)\
**Replies:** 0\
**Last updated:** [November 21, 2024, 7:20am UTC](https://forums.unrealengine.com/t/need-to-stop-ai-after-my-player-won-the-match/2140105 "2024-11-21T07:20:20Z")

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Hi, So I made this game where Player has to destroy the Drones within given time and if he succed he wins or he loose but there are AI enemy Player also in the game who attacks the player and damage the health, but right…

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## [Motion Matching not working for AI](https://forums.unrealengine.com/t/motion-matching-not-working-for-ai/2135503)

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**Author:** [@Adilox9](https://forums.unrealengine.com/u/Adilox9)\
**Replies:** 0\
**Last updated:** [November 19, 2024, 3:58pm UTC](https://forums.unrealengine.com/t/motion-matching-not-working-for-ai/2135503 "2024-11-19T15:58:29Z")

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As discussed here link, motion matching is glitchy for AI. Even for Idle, the chooser returns the Neutral Walk Stop montage instead of the idle one. (Screenshot attached) I re-created a Character and Animation Blueprin…

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## [Inference with a custom Onnx policy using the AI Agents Plugin](https://forums.unrealengine.com/t/inference-with-a-custom-onnx-policy-using-the-ai-agents-plugin/2125276)

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**Author:** [@dr.shixo](https://forums.unrealengine.com/u/dr.shixo)\
**Replies:** 5\
**Last updated:** [November 18, 2024, 4:31pm UTC](https://forums.unrealengine.com/t/inference-with-a-custom-onnx-policy-using-the-ai-agents-plugin/2125276 "2024-11-18T16:31:24Z")

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Hi @Deathcalibur, I wonder if the new “bring your own model” functionality introduced in the Agents plugin 5.5 version would allow inference with an Onnx model for the policy by loading from the file system. If so, would…

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## [AI Perception events arent triggering](https://forums.unrealengine.com/t/ai-perception-events-arent-triggering/2125234)

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**Author:** [@Luurio](https://forums.unrealengine.com/u/Luurio)\
**Replies:** 0\
**Last updated:** [November 15, 2024, 5:12pm UTC](https://forums.unrealengine.com/t/ai-perception-events-arent-triggering/2125234 "2024-11-15T17:12:42Z")

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Hello. Im not able to trigger any of the Ai perception events inside of AI controller. I have an enemy BP that has an AI controller class (BP\_EnemyAI). In the AI controller class it has the AI perception component. a…

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## [Best way to handle AI impulses/reactions (similiar to how Halo does them)?](https://forums.unrealengine.com/t/best-way-to-handle-ai-impulses-reactions-similiar-to-how-halo-does-them/2123252)

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**Author:** [@SgtFlexxx](https://forums.unrealengine.com/u/SgtFlexxx)\
**Replies:** 0\
**Last updated:** [November 14, 2024, 8:18pm UTC](https://forums.unrealengine.com/t/best-way-to-handle-ai-impulses-reactions-similiar-to-how-halo-does-them/2123252 "2024-11-14T20:18:15Z")

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Hi all, I was wondering how do you all think it would be best to handle AI impulses similar to how Halo does them? If you don’t know, Halo’s AI generally have their behavior trees and such similar to a lot of games, but…

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## [Mass AI Avoidance, some characters shake and jitter.](https://forums.unrealengine.com/t/mass-ai-avoidance-some-characters-shake-and-jitter/1921768)

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**Author:** [@hardway](https://forums.unrealengine.com/u/hardway)\
**Replies:** 1\
**Last updated:** [November 13, 2024, 10:37am UTC](https://forums.unrealengine.com/t/mass-ai-avoidance-some-characters-shake-and-jitter/1921768 "2024-11-13T10:37:33Z")

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When using Avoidance in Mass AI, some characters shake and jitter. How to solve this?

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## [AI Move To with ChatGPT](https://forums.unrealengine.com/t/ai-move-to-with-chatgpt/2118110)

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**Author:** [@user\_93fac5368ff5b44e57eabf33bf79d52e90d31112fa9871b2ea7b40](https://forums.unrealengine.com/u/user_93fac5368ff5b44e57eabf33bf79d52e90d31112fa9871b2ea7b40)\
**Replies:** 0\
**Last updated:** [November 12, 2024, 3:42pm UTC](https://forums.unrealengine.com/t/ai-move-to-with-chatgpt/2118110 "2024-11-12T15:42:39Z")

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Hello, i am trying to use “AI Move To” node with ChatGPT API. but i don’t know how can i do this. Right now i want to got content with specific format like JSON from ChatGPT and actually i can do this but its not stabil. …

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## [AIPerception Debugger only show first added sense in debugger](https://forums.unrealengine.com/t/aiperception-debugger-only-show-first-added-sense-in-debugger/2114752)

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**Author:** [@gooey\_gaming](https://forums.unrealengine.com/u/gooey_gaming)\
**Replies:** 1\
**Last updated:** [November 10, 2024, 7:48pm UTC](https://forums.unrealengine.com/t/aiperception-debugger-only-show-first-added-sense-in-debugger/2114752 "2024-11-10T19:48:05Z")

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Hi! No matter what order I do I can only get 1 sense to work in the debugger and game, only the first added to the AIPerception component. I have tried, enabling and activating in game and different order of adding the …

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## [How to display AI senses radius?](https://forums.unrealengine.com/t/how-to-display-ai-senses-radius/2113894)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 4\
**Last updated:** [November 10, 2024, 7:52am UTC](https://forums.unrealengine.com/t/how-to-display-ai-senses-radius/2113894 "2024-11-10T07:52:36Z")

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As I recall, AI Sense allowed you to visually check the range. I think each sense was drawn with a different colored wireframe. I haven’t used it for a while so I’ve forgotten how, but how can I display it?

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## [Generating NavMesh away from walls and on narrow ledges](https://forums.unrealengine.com/t/generating-navmesh-away-from-walls-and-on-narrow-ledges/2113249)

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**Author:** [@Luurio](https://forums.unrealengine.com/u/Luurio)\
**Replies:** 1\
**Last updated:** [November 9, 2024, 8:12pm UTC](https://forums.unrealengine.com/t/generating-navmesh-away-from-walls-and-on-narrow-ledges/2113249 "2024-11-09T20:12:54Z")

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I need my NavMesh to be generated far enough from the walls so that the AI doesn’t bump in to them, I do this by setting the AgentRadius to 35. But now the top of the walls arent being generated. I need to have a Nav…

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## [Enemy can't move to location](https://forums.unrealengine.com/t/enemy-cant-move-to-location/2099742)

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**Author:** [@voltsm](https://forums.unrealengine.com/u/voltsm)\
**Replies:** 4\
**Last updated:** [November 8, 2024, 7:55pm UTC](https://forums.unrealengine.com/t/enemy-cant-move-to-location/2099742 "2024-11-08T19:55:39Z")

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Hello! So I have two enemies with the same behaviour tree, just different blueprints. But one of them can move towards the player normally, while the other can’t move, completly stuck in place. The settings in both bluep…

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## [I need help making NPCs drink water](https://forums.unrealengine.com/t/i-need-help-making-npcs-drink-water/2101323)

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**Author:** [@Mr\_AKIMBO](https://forums.unrealengine.com/u/Mr_AKIMBO)\
**Replies:** 2\
**Last updated:** [November 8, 2024, 6:13pm UTC](https://forums.unrealengine.com/t/i-need-help-making-npcs-drink-water/2101323 "2024-11-08T18:13:02Z")

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So I have a bunch of animal NPCs in my project. These guys need water right? I have lakes and rivers where they can drink. Problem is I don’t know how to generate the location they should go to when they are thirsty. I t…

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## ["move to" in the behavior tree doesn't work.](https://forums.unrealengine.com/t/move-to-in-the-behavior-tree-doesnt-work/2110856)

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**Author:** [@Rav\_Maniti](https://forums.unrealengine.com/u/Rav_Maniti)\
**Replies:** 0\
**Last updated:** [November 8, 2024, 6:45am UTC](https://forums.unrealengine.com/t/move-to-in-the-behavior-tree-doesnt-work/2110856 "2024-11-08T06:45:47Z")

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Greetings. I’m stuck on this problem. The “move to” in the behavior tree doesn’t work. I noticed this red nav mesh on my AI monster. Is this the problem? How can I solve it ?

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## [How can I fix this animation problem?](https://forums.unrealengine.com/t/how-can-i-fix-this-animation-problem/2103662)

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**Author:** [@FatPasta](https://forums.unrealengine.com/u/FatPasta)\
**Replies:** 1\
**Last updated:** [November 6, 2024, 11:31pm UTC](https://forums.unrealengine.com/t/how-can-i-fix-this-animation-problem/2103662 "2024-11-06T23:31:38Z")

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Hey guys, not sure if it is an animation issue but when the AI almost reaches the player, they slow down. What I want is for the game to end when the AI reaches the player, so I made the AI move speed higher than the pla…

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## [Navmesh not appearing in compiled game](https://forums.unrealengine.com/t/navmesh-not-appearing-in-compiled-game/2103266)

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**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 0\
**Last updated:** [November 3, 2024, 11:07pm UTC](https://forums.unrealengine.com/t/navmesh-not-appearing-in-compiled-game/2103266 "2024-11-03T23:07:34Z")

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Trying to diagnose issues from this post. I have built my project, but for some reason, the navigation data for the map just disappears. Here is a screenshot from the compiled game (top) and the editor (bottom) taken fr…

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## [Enabling DetourCrowd on Player Character for Avoidance with CrowdManager](https://forums.unrealengine.com/t/enabling-detourcrowd-on-player-character-for-avoidance-with-crowdmanager/776867)

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**Author:** [@boorayjenkins](https://forums.unrealengine.com/u/boorayjenkins)\
**Replies:** 4\
**Last updated:** [November 3, 2024, 1:21pm UTC](https://forums.unrealengine.com/t/enabling-detourcrowd-on-player-character-for-avoidance-with-crowdmanager/776867 "2024-11-03T13:21:53Z")

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I wanted to post this here for others as I spent some time trying to figure out how to make AI using DetourCrowd avoid running into the player. First, you need to be using C++. The way I handled this was to go to Tools…

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