# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=15

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**Page:** 16

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## [AI flying for Enemy characters](https://forums.unrealengine.com/t/ai-flying-for-enemy-characters/2098150)

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**Author:** [@WrathOfAl](https://forums.unrealengine.com/u/WrathOfAl)\
**Replies:** 1\
**Last updated:** [October 31, 2024, 9:50pm UTC](https://forums.unrealengine.com/t/ai-flying-for-enemy-characters/2098150 "2024-10-31T21:50:52Z")

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Hello Everyone, OK, so… Am I the only one struggling to get an NPC to fly at a certain height and not drop to the ground to attack the player character? I tried flipping all of the gravity controls, set movement to Fly…

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## [my ai does not work](https://forums.unrealengine.com/t/my-ai-does-not-work/2094961)

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**Author:** [@Player1927424ib](https://forums.unrealengine.com/u/Player1927424ib)\
**Replies:** 0\
**Last updated:** [October 30, 2024, 1:06am UTC](https://forums.unrealengine.com/t/my-ai-does-not-work/2094961 "2024-10-30T01:06:31Z")

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I am currently working on a car racing game and am making an ai vehicle to race against . Currently its only job is to drive forward by setting the throttle to 1, i know that part is working because i print the throttle …

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## [Editor Viewport MouseLook Sensitivity?](https://forums.unrealengine.com/t/editor-viewport-mouselook-sensitivity/332296)

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**Author:** [@Hitpawz](https://forums.unrealengine.com/u/Hitpawz)\
**Replies:** 7\
**Last updated:** [October 29, 2024, 2:50pm UTC](https://forums.unrealengine.com/t/editor-viewport-mouselook-sensitivity/332296 "2024-10-29T14:50:57Z")

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Hey guys, I just upgraded my mouse to one with 16k DPI and I’m now having an issue in the editor where my mouse sensitivity is exceptionally high. I barely have to move the mouse a picometer to spin the camera around a h…

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## [Dynamic pathfinding issue](https://forums.unrealengine.com/t/dynamic-pathfinding-issue/2093146)

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**Author:** [@Nooberling](https://forums.unrealengine.com/u/Nooberling)\
**Replies:** 2\
**Last updated:** [October 29, 2024, 9:40am UTC](https://forums.unrealengine.com/t/dynamic-pathfinding-issue/2093146 "2024-10-29T09:40:45Z")

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Ok, so, I have a problem I think should be simple but it is apparently not. I’m building a tower defense game and I want to build a behavior tree and navmesh combination that allows me to build towers dynamically and hav…

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## [The task only occurs on the server.](https://forums.unrealengine.com/t/the-task-only-occurs-on-the-server/2087301)

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**Author:** [@M4yh3m.exe](https://forums.unrealengine.com/u/M4yh3m.exe)\
**Replies:** 0\
**Last updated:** [October 25, 2024, 10:54am UTC](https://forums.unrealengine.com/t/the-task-only-occurs-on-the-server/2087301 "2024-10-25T10:54:43Z")

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Hello everyone! I am making a multiplayer game and at the moment I am making the ability to move on the ceiling for AI by moving only the mesh, the problem is that it only works on the server and nothing happens at all o…

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## [this was nullptr when trying to get coordinates](https://forums.unrealengine.com/t/this-was-nullptr-when-trying-to-get-coordinates/2079838)

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**Author:** [@M4yh3m.exe](https://forums.unrealengine.com/u/M4yh3m.exe)\
**Replies:** 20\
**Last updated:** [October 24, 2024, 9:18am UTC](https://forums.unrealengine.com/t/this-was-nullptr-when-trying-to-get-coordinates/2079838 "2024-10-24T09:18:28Z")

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Hello everyone, I’m making a multiplayer game and at the moment I’m trying to implement the movement of a character on the ceiling, I chose the simplest option to just flip and raise the mesh to the ceiling, and leave th…

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## [Multiple nav mesh agent types](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875)

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**Author:** [@KickAHobo](https://forums.unrealengine.com/u/KickAHobo)\
**Replies:** 2\
**Last updated:** [October 22, 2024, 3:24am UTC](https://forums.unrealengine.com/t/multiple-nav-mesh-agent-types/2078875 "2024-10-22T03:24:45Z")

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I have land, sea, and air units. I am trying to have different nav mesh volumes that enables each type to only move on it’s designated surface type. No matter what I do only one agent type is ever built. I can fiddle wit…

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## [Force an enemy with a ranged weapon to keep their distance from the player.](https://forums.unrealengine.com/t/force-an-enemy-with-a-ranged-weapon-to-keep-their-distance-from-the-player/2072919)

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**Author:** [@mxmodx](https://forums.unrealengine.com/u/mxmodx)\
**Replies:** 12\
**Last updated:** [October 18, 2024, 9:15am UTC](https://forums.unrealengine.com/t/force-an-enemy-with-a-ranged-weapon-to-keep-their-distance-from-the-player/2072919 "2024-10-18T09:15:39Z")

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Hello, I’m new to UE and I’m trying to make the enemy move some distance away from the player if he comes close. I tried to do something, but the enemy does not see and avoids the obstacles behind him and gets stuck ther…

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## [Using SubTrees that have different blackboard than parent tree](https://forums.unrealengine.com/t/using-subtrees-that-have-different-blackboard-than-parent-tree/2073476)

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**Author:** [@sefa78](https://forums.unrealengine.com/u/sefa78)\
**Replies:** 0\
**Last updated:** [October 18, 2024, 12:19am UTC](https://forums.unrealengine.com/t/using-subtrees-that-have-different-blackboard-than-parent-tree/2073476 "2024-10-18T00:19:32Z")

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I have a behavior tree that has the AI character patrol a location. I want to use this tree as a sub tree in 2 different main trees using Run behavior. However the main trees have different blackboards. I cant get this t…

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## [how to call function when composite node aborts](https://forums.unrealengine.com/t/how-to-call-function-when-composite-node-aborts/2071913)

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**Author:** [@sefa78](https://forums.unrealengine.com/u/sefa78)\
**Replies:** 0\
**Last updated:** [October 17, 2024, 12:22am UTC](https://forums.unrealengine.com/t/how-to-call-function-when-composite-node-aborts/2071913 "2024-10-17T00:22:06Z")

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What i want to be able to do is, in the screenshot when any of the simple parallel nodes children get aborted while being executed i want to be able to call a function from a decorator, in this case the ClearFocusOnDe…

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## [Getting the Ai to avoid obstacles](https://forums.unrealengine.com/t/getting-the-ai-to-avoid-obstacles/501404)

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**Author:** [@Emil\_J](https://forums.unrealengine.com/u/Emil_J)\
**Replies:** 5\
**Last updated:** [October 15, 2024, 1:12pm UTC](https://forums.unrealengine.com/t/getting-the-ai-to-avoid-obstacles/501404 "2024-10-15T13:12:45Z")

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I’m using a crowd AI to for RTS units and they are moving around fine, clumping up a bit, but generally fine. That is until I introduce obstacles to the level. For some reason they don’t seem to be able to pathfind arou…

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## [Make the Pawn use AI controller for a while](https://forums.unrealengine.com/t/make-the-pawn-use-ai-controller-for-a-while/2067365)

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**Author:** [@lucky\_geo\_mango](https://forums.unrealengine.com/u/lucky_geo_mango)\
**Replies:** 2\
**Last updated:** [October 14, 2024, 4:15am UTC](https://forums.unrealengine.com/t/make-the-pawn-use-ai-controller-for-a-while/2067365 "2024-10-14T04:15:43Z")

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Ladies and Gents, I have a question for you. First, I’ll explain what I want to achieve. So, I have an ordinary (third person template) pawn that I control in my game world. Upon approaching a pickup, the latter gets hi…

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## [Is there some way to disable AI Perception at runtime?](https://forums.unrealengine.com/t/is-there-some-way-to-disable-ai-perception-at-runtime/331125)

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**Author:** [@Stormrage256](https://forums.unrealengine.com/u/Stormrage256)\
**Replies:** 10\
**Last updated:** [October 11, 2024, 11:28am UTC](https://forums.unrealengine.com/t/is-there-some-way-to-disable-ai-perception-at-runtime/331125 "2024-10-11T11:28:19Z")

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Hi, I just recently made the switch from Pawn Sensing to AI Perception for my enemy AI. In Pawn sensing, there was a way to disable the sensing at runtime, but I’m unable to do the same with AI Perception. I’ve tried dis…

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## [Getting values from State Tree task](https://forums.unrealengine.com/t/getting-values-from-state-tree-task/1936600)

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**Author:** [@Luurio](https://forums.unrealengine.com/u/Luurio)\
**Replies:** 1\
**Last updated:** [October 10, 2024, 8:31am UTC](https://forums.unrealengine.com/t/getting-values-from-state-tree-task/1936600 "2024-10-10T08:31:02Z")

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I am running an EQS in my State Tree task and I want my other tasks to get the TargetLocation from the RunEQS task.

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## [Moving Between State Trees](https://forums.unrealengine.com/t/moving-between-state-trees/2059220)

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**Author:** [@EvilGeniusTC](https://forums.unrealengine.com/u/EvilGeniusTC)\
**Replies:** 0\
**Last updated:** [October 8, 2024, 7:56pm UTC](https://forums.unrealengine.com/t/moving-between-state-trees/2059220 "2024-10-08T19:56:15Z")

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I’m using a smart object that runs a new state tree when you interact with it. How can I return to the base state tree at the point where the task caused it to switch logic. if I use a restart logic node it will restart …

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## [AI character optimization](https://forums.unrealengine.com/t/ai-character-optimization/2059202)

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**Author:** [@zmihnyuk](https://forums.unrealengine.com/u/zmihnyuk)\
**Replies:** 0\
**Last updated:** [October 8, 2024, 7:45pm UTC](https://forums.unrealengine.com/t/ai-character-optimization/2059202 "2024-10-08T19:45:09Z")

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Hello, tell me how to effectively optimize ticks. in this test 500 character and in the queue there are 3065 ticks, this is quite a lot, although these mobs will be killed and the total number will not be 500 but 100 ~ I…

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## [Stop player from body blocking AI](https://forums.unrealengine.com/t/stop-player-from-body-blocking-ai/2057005)

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**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 1\
**Last updated:** [October 8, 2024, 10:07am UTC](https://forums.unrealengine.com/t/stop-player-from-body-blocking-ai/2057005 "2024-10-08T10:07:49Z")

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I have a simple AI which will either do a ranged attack or a melee attack based on the distance. The problem here is with ranged attack. The AI will try to move slightly in radius around itself, then fire a projectil…

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## [Uncorrect working BehaviourTree & Node with multiple characters](https://forums.unrealengine.com/t/uncorrect-working-behaviourtree-node-with-multiple-characters/2049729)

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**Author:** [@Dmitry\_31k](https://forums.unrealengine.com/u/Dmitry_31k)\
**Replies:** 0\
**Last updated:** [October 2, 2024, 1:32pm UTC](https://forums.unrealengine.com/t/uncorrect-working-behaviourtree-node-with-multiple-characters/2049729 "2024-10-02T13:32:20Z")

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I wrote a BTTaskNode that worked correctly with one character in my scene. However, after I added another character of the same class to my scene, everything broke. One character just stands still and does nothing, while…

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## [How to switch between following splines](https://forums.unrealengine.com/t/how-to-switch-between-following-splines/2046638)

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**Author:** [@Lamaral14](https://forums.unrealengine.com/u/Lamaral14)\
**Replies:** 5\
**Last updated:** [October 1, 2024, 2:27am UTC](https://forums.unrealengine.com/t/how-to-switch-between-following-splines/2046638 "2024-10-01T02:27:36Z")

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Lets say i have separated splines that are diferent tracks. How can i make and object following one spline switch to other spline?

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## [How to exceed max height of nav mesh generation?](https://forums.unrealengine.com/t/how-to-exceed-max-height-of-nav-mesh-generation/656748)

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**Author:** [@Pexxan](https://forums.unrealengine.com/u/Pexxan)\
**Replies:** 6\
**Last updated:** [September 30, 2024, 8:48pm UTC](https://forums.unrealengine.com/t/how-to-exceed-max-height-of-nav-mesh-generation/656748 "2024-09-30T20:48:56Z")

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How do i get the navigation to generate in the entire area? I’m making a level with a lot of verticality and even if use separate nav meshes the navigation will only generate in the lowest parts.

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## [Boss AI Behavior Tree - Combining Melee Attack with Continuous Bee Spawning](https://forums.unrealengine.com/t/boss-ai-behavior-tree-combining-melee-attack-with-continuous-bee-spawning/2033900)

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**Author:** [@PixelFireXY](https://forums.unrealengine.com/u/PixelFireXY)\
**Replies:** 3\
**Last updated:** [September 30, 2024, 11:23am UTC](https://forums.unrealengine.com/t/boss-ai-behavior-tree-combining-melee-attack-with-continuous-bee-spawning/2033900 "2024-09-30T11:23:57Z")

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Hi everyone, I’m working on a boss AI using behavior trees and could use some help. Current Setup: Special Attack: The boss wanders around and continuously spawns bees. Behavior Tree Logic: A Sequence Node contains…

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## [Making AI behavior tree and BP target more than just the index 0 player](https://forums.unrealengine.com/t/making-ai-behavior-tree-and-bp-target-more-than-just-the-index-0-player/2044616)

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**Author:** [@TippyTacoRat](https://forums.unrealengine.com/u/TippyTacoRat)\
**Replies:** 1\
**Last updated:** [September 29, 2024, 4:11pm UTC](https://forums.unrealengine.com/t/making-ai-behavior-tree-and-bp-target-more-than-just-the-index-0-player/2044616 "2024-09-29T16:11:05Z")

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For context, I’m making a multiplayer game where there is an enemy that roams around and chases a player when it senses it in view. I’m trying to make it so that the AI Enemy I made doesn’t just target the index 0/B…

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## [State Tree Debugging](https://forums.unrealengine.com/t/state-tree-debugging/1137381)

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**Author:** [@Wahooney](https://forums.unrealengine.com/u/Wahooney)\
**Replies:** 2\
**Last updated:** [September 29, 2024, 9:12am UTC](https://forums.unrealengine.com/t/state-tree-debugging/1137381 "2024-09-29T09:12:31Z")

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Is there an easy/sane way to debug state trees? Right now the only way to debug which state we are currently in, to my knowledge, is to add Debug Text Tasks to every state, and when your state tree has 20+ states that b…

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## ["Assertion Failed: Array Index Out of Bounds” when trying to use behavior trees](https://forums.unrealengine.com/t/assertion-failed-array-index-out-of-bounds-when-trying-to-use-behavior-trees/2043317)

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**Author:** [@AaronKaminski](https://forums.unrealengine.com/u/AaronKaminski)\
**Replies:** 0\
**Last updated:** [September 28, 2024, 9:42pm UTC](https://forums.unrealengine.com/t/assertion-failed-array-index-out-of-bounds-when-trying-to-use-behavior-trees/2043317 "2024-09-28T21:42:42Z")

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Did some digging on the error and I guess the engine/editor is trying to access something from an array that’s not been created yet. The thing that just does not make sense is this only happens when I try to interact …

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## [How to use specify agent action, gather agent observation in Unreal Engine 5.4 Learning Agent Plugin ](https://forums.unrealengine.com/t/how-to-use-specify-agent-action-gather-agent-observation-in-unreal-engine-5-4-learning-agent-plugin/2035736)

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**Author:** [@MLGNicks](https://forums.unrealengine.com/u/MLGNicks)\
**Replies:** 0\
**Last updated:** [September 24, 2024, 1:43pm UTC](https://forums.unrealengine.com/t/how-to-use-specify-agent-action-gather-agent-observation-in-unreal-engine-5-4-learning-agent-plugin/2035736 "2024-09-24T13:43:21Z")

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So I have 2 questions the first is this error: I have this error where it says accessed none trying to access obs actor when my code is already similliar to Unreal’s Learning Agents Tutorial on how to drive My s…

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## [AI behavior tree stops running after changing controlled pawn](https://forums.unrealengine.com/t/ai-behavior-tree-stops-running-after-changing-controlled-pawn/321724)

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**Author:** [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Replies:** 8\
**Last updated:** [September 24, 2024, 7:46am UTC](https://forums.unrealengine.com/t/ai-behavior-tree-stops-running-after-changing-controlled-pawn/321724 "2024-09-24T07:46:52Z")

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I have a problem and as always it seems to be like a bug, because it worked in 4.7 and is not working in 4.8. I have a behavior tree, looks like this: http://puu.sh/inOzd/0429ade7a5.png So it’s always running the Upda…

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## [EQS filter not working in-game (but works on test pawn)](https://forums.unrealengine.com/t/eqs-filter-not-working-in-game-but-works-on-test-pawn/682339)

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**Author:** [@sheikh\_sadab](https://forums.unrealengine.com/u/sheikh_sadab)\
**Replies:** 3\
**Last updated:** [September 23, 2024, 5:51pm UTC](https://forums.unrealengine.com/t/eqs-filter-not-working-in-game-but-works-on-test-pawn/682339 "2024-09-23T17:51:48Z")

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I am trying to find a point to take cover. Here’s my (test) setup: Blackboard: (For testing, I have disconnected all other nodes and running only the EQS) EQS: Generator: Trace Test: EQ Context: Now wh…

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## [Is there a event when AIPerception forgot an actor?](https://forums.unrealengine.com/t/is-there-a-event-when-aiperception-forgot-an-actor/427905)

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**Author:** [@wingedrobin](https://forums.unrealengine.com/u/wingedrobin)\
**Replies:** 4\
**Last updated:** [September 23, 2024, 2:24pm UTC](https://forums.unrealengine.com/t/is-there-a-event-when-aiperception-forgot-an-actor/427905 "2024-09-23T14:24:15Z")

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Hi, I want to something when AIPerception component forget an actor. For example, one actor was left the perception range and the age also expired, then the AIPerception component will trigger an event to do something. I…

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## [AI not working on loaded levels](https://forums.unrealengine.com/t/ai-not-working-on-loaded-levels/344011)

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**Author:** [@ooOOooGravy](https://forums.unrealengine.com/u/ooOOooGravy)\
**Replies:** 10\
**Last updated:** [September 23, 2024, 1:08pm UTC](https://forums.unrealengine.com/t/ai-not-working-on-loaded-levels/344011 "2024-09-23T13:08:25Z")

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I have my AI working and I am happy with it… This is when i run the level directly through PIE. However, when deployed and I load the level from my ‘MainMenu’ level, the AI does nothing, no movement at all. Is there so…

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## [AI "Flickering" With Dynamic NavMesh](https://forums.unrealengine.com/t/ai-flickering-with-dynamic-navmesh/510649)

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**Author:** [@Donny000](https://forums.unrealengine.com/u/Donny000)\
**Replies:** 5\
**Last updated:** [September 22, 2024, 2:51pm UTC](https://forums.unrealengine.com/t/ai-flickering-with-dynamic-navmesh/510649 "2024-09-22T14:51:46Z")

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I currently have a setup where my AI uses a behaviour tree to randomly wander around a Nav Mesh, great that works fine. It has also the function to move to towards the player once they’ve been spotted which also works… a…

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