# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=16

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**Page:** 17

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## [AI move to not working](https://forums.unrealengine.com/t/ai-move-to-not-working/2030626)

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**Author:** [@The10thDoctor89](https://forums.unrealengine.com/u/The10thDoctor89)\
**Replies:** 1\
**Last updated:** [September 21, 2024, 3:05am UTC](https://forums.unrealengine.com/t/ai-move-to-not-working/2030626 "2024-09-21T03:05:12Z")

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Here’s my code: I’ve made sure to add a Nav mesh bounds. The code is intended to move the move this an enemy (where this screenshot is taken) towards the player.

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## [AI moving through different height levels](https://forums.unrealengine.com/t/ai-moving-through-different-height-levels/346709)

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**Author:** [@raDii](https://forums.unrealengine.com/u/raDii)\
**Replies:** 9\
**Last updated:** [September 20, 2024, 5:36pm UTC](https://forums.unrealengine.com/t/ai-moving-through-different-height-levels/346709 "2024-09-20T17:36:44Z")

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Hello! I am currently making a game with procedural maps and I wish to include enemies. I made an AI that runs to an objective following this tutorial: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/Qu…

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## [Does the Clear Value Node in AI Controller work differently than the one in the Behavior tree?](https://forums.unrealengine.com/t/does-the-clear-value-node-in-ai-controller-work-differently-than-the-one-in-the-behavior-tree/2029674)

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**Author:** [@7\_Kotaro](https://forums.unrealengine.com/u/7_Kotaro)\
**Replies:** 0\
**Last updated:** [September 20, 2024, 1:16pm UTC](https://forums.unrealengine.com/t/does-the-clear-value-node-in-ai-controller-work-differently-than-the-one-in-the-behavior-tree/2029674 "2024-09-20T13:16:47Z")

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Hello everybody, I have a fairly simple behavior where I set a target in the AI controller when the NPC sees the player and then clears the value with the “Clear Value” node when the player is no longer in the field of …

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## [A One Shot behavior tree decorator](https://forums.unrealengine.com/t/a-one-shot-behavior-tree-decorator/2028939)

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**Author:** [@Vidrohi](https://forums.unrealengine.com/u/Vidrohi)\
**Replies:** 1\
**Last updated:** [September 20, 2024, 7:58am UTC](https://forums.unrealengine.com/t/a-one-shot-behavior-tree-decorator/2028939 "2024-09-20T07:58:14Z")

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I am trying to create, what to me is a simple decorator. One that allows the decorated node to execute only once (or perhaps n times) when this tree is executed and then block all subsequent executions of the decorated n…

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## [Make NPC roaming more natural](https://forums.unrealengine.com/t/make-npc-roaming-more-natural/2028869)

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**Author:** [@Mr\_AKIMBO](https://forums.unrealengine.com/u/Mr_AKIMBO)\
**Replies:** 1\
**Last updated:** [September 20, 2024, 7:37am UTC](https://forums.unrealengine.com/t/make-npc-roaming-more-natural/2028869 "2024-09-20T07:37:20Z")

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How do I make random roaming more natural looking? I want the NPC to choose the most natural path beetween random points instead of the shortest one, something like a random spline. Here’s an image of what I’m trying to …

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## [Navigation doesn't work in a packaged game](https://forums.unrealengine.com/t/navigation-doesnt-work-in-a-packaged-game/293766)

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**Author:** [@ddramin\_1](https://forums.unrealengine.com/u/ddramin_1)\
**Replies:** 11\
**Last updated:** [September 17, 2024, 1:10pm UTC](https://forums.unrealengine.com/t/navigation-doesnt-work-in-a-packaged-game/293766 "2024-09-17T13:10:41Z")

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hi all enemies in my game work in the engine, but when i package the game enemies wont work.i guess the navigation is not build in the package. in package, failed is shown as the code below: C = (AAIController\*)Control…

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## [Connecting a behavior/state tree to an AI NPC spawned by Mass AI](https://forums.unrealengine.com/t/connecting-a-behavior-state-tree-to-an-ai-npc-spawned-by-mass-ai/2024436)

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**Author:** [@jjaepoo](https://forums.unrealengine.com/u/jjaepoo)\
**Replies:** 0\
**Last updated:** [September 17, 2024, 1:10pm UTC](https://forums.unrealengine.com/t/connecting-a-behavior-state-tree-to-an-ai-npc-spawned-by-mass-ai/2024436 "2024-09-17T13:10:14Z")

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Hi, I wanted to create a pedestrian system where the NPC’s are spawned by the Mass AI plugin and state tree but I also want the player to be able to interact with these NPC pedestrians. Is there a way to connect a Behavi…

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## [Enemies Attack Everytime Player Jumps](https://forums.unrealengine.com/t/enemies-attack-everytime-player-jumps/2020758)

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**Author:** [@Robganondalf](https://forums.unrealengine.com/u/Robganondalf)\
**Replies:** 4\
**Last updated:** [September 16, 2024, 6:40pm UTC](https://forums.unrealengine.com/t/enemies-attack-everytime-player-jumps/2020758 "2024-09-16T18:40:17Z")

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First time enemy AI creator and forum poster here! If this post needs more information or if I did something wrong, please let me know! I am working with behavior trees for the first time. The enemies will automatically…

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## [BTService first tick happens earlier than activation](https://forums.unrealengine.com/t/btservice-first-tick-happens-earlier-than-activation/306933)

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**Author:** [@Slonopotamus](https://forums.unrealengine.com/u/Slonopotamus)\
**Replies:** 7\
**Last updated:** [September 14, 2024, 1:24am UTC](https://forums.unrealengine.com/t/btservice-first-tick-happens-earlier-than-activation/306933 "2024-09-14T01:24:18Z")

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If you use a simple BT service (see bottom of this post), you can clearly see that its first tick will happen before activation. I consider this behavior a bug because it works against common sense, which assumes \[Activa…

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## [UE5 Move to and Use Smart Objects Error](https://forums.unrealengine.com/t/ue5-move-to-and-use-smart-objects-error/2008243)

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**Author:** [@Galileo123a](https://forums.unrealengine.com/u/Galileo123a)\
**Replies:** 3\
**Last updated:** [September 13, 2024, 5:37pm UTC](https://forums.unrealengine.com/t/ue5-move-to-and-use-smart-objects-error/2008243 "2024-09-13T17:37:24Z")

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Hello, I have a test level and a level in which my open world is being built, both have npc’s able to walk around and follow their AI, however in the open world level they will not go to and use the smart object, they wi…

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## [What forums can I go too with this metahuman](https://forums.unrealengine.com/t/what-forums-can-i-go-too-with-this-metahuman/2011692)

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**Author:** [@YYYYYYYY22](https://forums.unrealengine.com/u/YYYYYYYY22)\
**Replies:** 2\
**Last updated:** [September 12, 2024, 10:36am UTC](https://forums.unrealengine.com/t/what-forums-can-i-go-too-with-this-metahuman/2011692 "2024-09-12T10:36:55Z")

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I would like to know once developed this metahuman what are the thing I am able to do with it and what forums am I aloud to go too

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## [Ai Navmesh](https://forums.unrealengine.com/t/ai-navmesh/2016455)

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**Author:** [@BeamMeUpScottty](https://forums.unrealengine.com/u/BeamMeUpScottty)\
**Replies:** 2\
**Last updated:** [September 11, 2024, 4:18pm UTC](https://forums.unrealengine.com/t/ai-navmesh/2016455 "2024-09-11T16:18:32Z")

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I have several levels in my game now and on all of them the AI and Navmesh work fine, however, the new level I’m working on i only want to spawn Ai at a certain area that is in a hidden area, even with the nav mesh in pl…

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## [AI tries to walk through walls](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142)

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**Author:** [@klaomon1](https://forums.unrealengine.com/u/klaomon1)\
**Replies:** 2\
**Last updated:** [September 9, 2024, 2:17pm UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142 "2024-09-09T14:17:39Z")

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Hi guys, I’ve created an AI that has 2 states. The first one is the chase state that chases the player when the AI character sees it. The second one is, the “Move to random location” state. When the AI is in the move to …

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## [Behavior Tree executes only single Node per tick?](https://forums.unrealengine.com/t/behavior-tree-executes-only-single-node-per-tick/2012419)

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**Author:** [@KungaLega](https://forums.unrealengine.com/u/KungaLega)\
**Replies:** 0\
**Last updated:** [September 8, 2024, 11:09pm UTC](https://forums.unrealengine.com/t/behavior-tree-executes-only-single-node-per-tick/2012419 "2024-09-08T23:09:41Z")

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Heya o/ I’m facing a strange behavior where it seems like nodes in a Sequence take a tick EACH to execute. They all return success instantly (apart from the MoveTo, but even that finishes instantly if the target is alrea…

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## [AI is not rotating ](https://forums.unrealengine.com/t/ai-is-not-rotating/2003525)

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**Author:** [@Cykablatta](https://forums.unrealengine.com/u/Cykablatta)\
**Replies:** 26\
**Last updated:** [September 5, 2024, 7:34pm UTC](https://forums.unrealengine.com/t/ai-is-not-rotating/2003525 "2024-09-05T19:34:45Z")

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Hi everyone! I was training in create a blend space between idle state and a custom anim i made for a npc. In its BP, I’ve just created a random event (random roaming) in Event Being Play to check easly if the blend was…

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## [Crowd avoidance AI - changing group at runtime](https://forums.unrealengine.com/t/crowd-avoidance-ai-changing-group-at-runtime/556161)

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**Author:** [@in3max](https://forums.unrealengine.com/u/in3max)\
**Replies:** 1\
**Last updated:** [September 5, 2024, 6:06pm UTC](https://forums.unrealengine.com/t/crowd-avoidance-ai-changing-group-at-runtime/556161 "2024-09-05T18:06:13Z")

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Hello, I’m using the detour crowd ai controller with the group and avoid groups specified. At some point a pawn no longer needs to be avoided, is something that can be done using the avoidance groups? I tried using - …

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## [Can't use AI Debugging tool](https://forums.unrealengine.com/t/cant-use-ai-debugging-tool/2004947)

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**Author:** [@amirullahizzan](https://forums.unrealengine.com/u/amirullahizzan)\
**Replies:** 2\
**Last updated:** [September 5, 2024, 1:44am UTC](https://forums.unrealengine.com/t/cant-use-ai-debugging-tool/2004947 "2024-09-05T01:44:00Z")

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I’m using 5.4.4, I followed all instructions here but none of my buttons work, numpads, enable debug with tilde, remapping the buttons to something else then press it, still nothing happens. I do have AIController and…

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## [\[UE4.13\]How to enable AIPerception Debug Mode](https://forums.unrealengine.com/t/ue4-13-how-to-enable-aiperception-debug-mode/370413)

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**Author:** [@XanderWraik](https://forums.unrealengine.com/u/XanderWraik)\
**Replies:** 3\
**Last updated:** [September 4, 2024, 12:04pm UTC](https://forums.unrealengine.com/t/ue4-13-how-to-enable-aiperception-debug-mode/370413 "2024-09-04T12:04:28Z")

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Just a quick question: I’ve been trying to debug AI Perception in my game, but I can’t seemt to find the controls to enable debug info in simulation mode. Where do I find the settings for it? Thanks.

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## [Parameters issue with EQS](https://forums.unrealengine.com/t/parameters-issue-with-eqs/2004168)

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**Author:** [@user\_26c4c94f4bfc5ec2ad831c0e160b3abebd1aea0ce84dd247069373](https://forums.unrealengine.com/u/user_26c4c94f4bfc5ec2ad831c0e160b3abebd1aea0ce84dd247069373)\
**Replies:** 0\
**Last updated:** [September 3, 2024, 9:57pm UTC](https://forums.unrealengine.com/t/parameters-issue-with-eqs/2004168 "2024-09-03T21:57:48Z")

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I am working on EQS with BT and most of it works fine except Parameters. One annoying thing about EQS is that only float, int, and bool parameters are supported by EQS and I cannot pass more type into it! I dived into th…

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## [Mass Entity Landscape Navigation?](https://forums.unrealengine.com/t/mass-entity-landscape-navigation/788071)

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**Author:** [@Charles\_Cox](https://forums.unrealengine.com/u/Charles_Cox)\
**Replies:** 1\
**Last updated:** [September 2, 2024, 2:58pm UTC](https://forums.unrealengine.com/t/mass-entity-landscape-navigation/788071 "2024-09-02T14:58:48Z")

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Hello, I wanted to ask if it is possible to have Mass agents move across a landscape? From the documentation and videos I have seen, the agents are able to move throughout a grid, a premade spline or a flat plane. Howev…

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## [Why is my Blackboard missing a new key button?](https://forums.unrealengine.com/t/why-is-my-blackboard-missing-a-new-key-button/2001204)

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**Author:** [@SkunkReinke](https://forums.unrealengine.com/u/SkunkReinke)\
**Replies:** 2\
**Last updated:** [September 1, 2024, 9:21pm UTC](https://forums.unrealengine.com/t/why-is-my-blackboard-missing-a-new-key-button/2001204 "2024-09-01T21:21:58Z")

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I just created a blackboard and its missing the new key button. I’ve tried creating new ones and restarting my editor but I still don’t see it. What can I do? I’m running 5.4.4

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## [AI enemy attacks every time player jumps](https://forums.unrealengine.com/t/ai-enemy-attacks-every-time-player-jumps/2001176)

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**Author:** [@Robganondalf](https://forums.unrealengine.com/u/Robganondalf)\
**Replies:** 1\
**Last updated:** [September 1, 2024, 7:27pm UTC](https://forums.unrealengine.com/t/ai-enemy-attacks-every-time-player-jumps/2001176 "2024-09-01T19:27:21Z")

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First time enemy AI creator and forum poster here! If this post needs more information or if I did something wrong, please let me know! I am working with behavior trees for the first time. With the way I have their beha…

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## [The problem with overcoming the path to the selected EQS Item](https://forums.unrealengine.com/t/the-problem-with-overcoming-the-path-to-the-selected-eqs-item/1996288)

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**Author:** [@M4yh3m.exe](https://forums.unrealengine.com/u/M4yh3m.exe)\
**Replies:** 4\
**Last updated:** [August 29, 2024, 7:30am UTC](https://forums.unrealengine.com/t/the-problem-with-overcoming-the-path-to-the-selected-eqs-item/1996288 "2024-08-29T07:30:08Z")

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I’m making a multiplayer game, at the moment I want to implement a system so that the NPC Runs away to the maximum allowed from the players character when taking damage, everything works fine and the point is selected co…

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## [IMO the best FREE AI Tutorial for Unreal Engine 4 and 5](https://forums.unrealengine.com/t/imo-the-best-free-ai-tutorial-for-unreal-engine-4-and-5/1994896)

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**Author:** [@DiliupG](https://forums.unrealengine.com/u/DiliupG)\
**Replies:** 0\
**Last updated:** [August 28, 2024, 6:35am UTC](https://forums.unrealengine.com/t/imo-the-best-free-ai-tutorial-for-unreal-engine-4-and-5/1994896 "2024-08-28T06:35:52Z")

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This is not a question but purely knowledge sharing. This Enemy AI tutorial, IMO, is the best out there. I hope it helps many. I am not affiliated with the author in any way, but it is my habit, to share shareable good…

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## [AI Perception Successfully Sensed always returning false](https://forums.unrealengine.com/t/ai-perception-successfully-sensed-always-returning-false/1988888)

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**Author:** [@Onurbbgm](https://forums.unrealengine.com/u/Onurbbgm)\
**Replies:** 1\
**Last updated:** [August 23, 2024, 2:10pm UTC](https://forums.unrealengine.com/t/ai-perception-successfully-sensed-always-returning-false/1988888 "2024-08-23T14:10:28Z")

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Hi, first time asking a question in the forums here. So I am working with AI Perception in Unreal 5.4.3 and all was working fine, but after I made a change on my BT I notice that my AI Stimulus successfully sensed was a…

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## [My Npc AI target 'PlayerController0' - How can I prevent this ?](https://forums.unrealengine.com/t/my-npc-ai-target-playercontroller0-how-can-i-prevent-this/1988850)

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**Author:** [@Snorrix](https://forums.unrealengine.com/u/Snorrix)\
**Replies:** 0\
**Last updated:** [August 23, 2024, 12:22pm UTC](https://forums.unrealengine.com/t/my-npc-ai-target-playercontroller0-how-can-i-prevent-this/1988850 "2024-08-23T12:22:19Z")

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Hello everyone, Well, I have a small problem with my NPCs today. When I start my simulation, as soon as my Npc detect me in their visual perception (Sense Sight), their state changes from Passive/Idle to Attacking. So …

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## [How do I change AI Perception sight radius to variable?](https://forums.unrealengine.com/t/how-do-i-change-ai-perception-sight-radius-to-variable/263588)

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**Author:** [@Runiker](https://forums.unrealengine.com/u/Runiker)\
**Replies:** 2\
**Last updated:** [August 22, 2024, 8:06am UTC](https://forums.unrealengine.com/t/how-do-i-change-ai-perception-sight-radius-to-variable/263588 "2024-08-22T08:06:40Z")

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Is thier a way to change the Sight Radius of AIPerception inside of the AIController based on the controlled pawns variable? I have a pawn I named SimpleAI that uses an AIController (AI\_Brains), Behavior Tree (AI\_IQ), B…

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## [Enemy AI not changing states when player leaves range](https://forums.unrealengine.com/t/enemy-ai-not-changing-states-when-player-leaves-range/1942590)

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**Author:** [@FREAKINGREXIS](https://forums.unrealengine.com/u/FREAKINGREXIS)\
**Replies:** 5\
**Last updated:** [August 21, 2024, 10:39pm UTC](https://forums.unrealengine.com/t/enemy-ai-not-changing-states-when-player-leaves-range/1942590 "2024-08-21T22:39:40Z")

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I am trying to make it so the enemy changes state to passive if the player leaves the rnage of the enemy I have these for the decorator and the function it calls, as well as where the decorator is

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## [Actor will not execute BT Tree unless I shoot it](https://forums.unrealengine.com/t/actor-will-not-execute-bt-tree-unless-i-shoot-it/1985133)

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**Author:** [@Toothless10101](https://forums.unrealengine.com/u/Toothless10101)\
**Replies:** 8\
**Last updated:** [August 21, 2024, 10:08pm UTC](https://forums.unrealengine.com/t/actor-will-not-execute-bt-tree-unless-i-shoot-it/1985133 "2024-08-21T22:08:13Z")

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As you can see, I have an actor that will rotate/focus but not move unless I shoot it. The behavior tree simply gets stuck. My projectile DOES add a slight impulse, but besides that I have no clue whats going on here. …

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## [Nav mesh doesn't generate on landscape map, there are holes in it.](https://forums.unrealengine.com/t/nav-mesh-doesnt-generate-on-landscape-map-there-are-holes-in-it/1982980)

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**Author:** [@User-783a16f222](https://forums.unrealengine.com/u/User-783a16f222)\
**Replies:** 1\
**Last updated:** [August 19, 2024, 4:52pm UTC](https://forums.unrealengine.com/t/nav-mesh-doesnt-generate-on-landscape-map-there-are-holes-in-it/1982980 "2024-08-19T16:52:39Z")

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I have my nav mesh box overlapping the landscape and I want anything inside the nav mesh bounds volume to generate a nav mesh even if it’s really steep. Settings I have done to help with my nav mesh on landscape so f…

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