# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=17

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**Page:** 18

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## [How to make AI spawn buildings correctly? (I have my own solution but its just bad)](https://forums.unrealengine.com/t/how-to-make-ai-spawn-buildings-correctly-i-have-my-own-solution-but-its-just-bad/1956171)

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**Author:** [@wiking333](https://forums.unrealengine.com/u/wiking333)\
**Replies:** 10\
**Last updated:** [August 19, 2024, 2:03am UTC](https://forums.unrealengine.com/t/how-to-make-ai-spawn-buildings-correctly-i-have-my-own-solution-but-its-just-bad/1956171 "2024-08-19T02:03:27Z")

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\[Age of Empires type RTS\] I have made AI spawn buildings, technicaly it works, BUT its horrible Buildings are floating, they are too close to each other etc. Here is my solution, ignore the torrent of green lines…

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## [AI move to always failing.](https://forums.unrealengine.com/t/ai-move-to-always-failing/1980186)

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**Author:** [@User-85277d4fa1](https://forums.unrealengine.com/u/User-85277d4fa1)\
**Replies:** 1\
**Last updated:** [August 17, 2024, 1:58pm UTC](https://forums.unrealengine.com/t/ai-move-to-always-failing/1980186 "2024-08-17T13:58:25Z")

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Hello, I tried to use an ‘ai move to’ to move to the player, but it always failed. When I run it in the editior, it works(the character moved) but I still get the failed message. When I run it in a detached process, My c…

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## [AI on WaterOcean?](https://forums.unrealengine.com/t/ai-on-waterocean/1979964)

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**Author:** [@User-783a16f222](https://forums.unrealengine.com/u/User-783a16f222)\
**Replies:** 0\
**Last updated:** [August 17, 2024, 9:42am UTC](https://forums.unrealengine.com/t/ai-on-waterocean/1979964 "2024-08-17T09:42:47Z")

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I mean I can’t put the nav mesh on the surface of the water, my AI floats on the water though. Also theres no floor on my map. Any chance anyone has a guide? I cant find anything on this.

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## [How to use Gameplay tags on actors for BT decorators?](https://forums.unrealengine.com/t/how-to-use-gameplay-tags-on-actors-for-bt-decorators/1979140)

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**Author:** [@Elgatee](https://forums.unrealengine.com/u/Elgatee)\
**Replies:** 1\
**Last updated:** [August 16, 2024, 8:27pm UTC](https://forums.unrealengine.com/t/how-to-use-gameplay-tags-on-actors-for-bt-decorators/1979140 "2024-08-16T20:27:02Z")

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Greetings, There are a couple of Gameplay tags based decorators on the Behavior tree. But I don’t know how to add tags to an actor and read/write tags to a character. I don’t see in the actor BP nor the AI component …

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## [Why don't "Expose on Spawn" variables show as input nodes on Spawn AI From Class nodes?](https://forums.unrealengine.com/t/why-dont-expose-on-spawn-variables-show-as-input-nodes-on-spawn-ai-from-class-nodes/341934)

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**Author:** [@Spit\_Fyre633](https://forums.unrealengine.com/u/Spit_Fyre633)\
**Replies:** 23\
**Last updated:** [August 16, 2024, 9:12am UTC](https://forums.unrealengine.com/t/why-dont-expose-on-spawn-variables-show-as-input-nodes-on-spawn-ai-from-class-nodes/341934 "2024-08-16T09:12:23Z")

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If I use Spawn Actor, the variables are shown, but when using Spawn AI, they are not. Is there a specific reason for this, or is it a bug?

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## [Streaming levels and AI NPCs ?](https://forums.unrealengine.com/t/streaming-levels-and-ai-npcs/1977017)

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**Author:** [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Replies:** 0\
**Last updated:** [August 15, 2024, 1:58pm UTC](https://forums.unrealengine.com/t/streaming-levels-and-ai-npcs/1977017 "2024-08-15T13:58:50Z")

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How would one handle AI NPCs having manually streamed levels (no sublevels in the persistent level)? If I have NPCs in the streaming levels, then they won’t cross over by default from their level to another. And I assum…

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## [Is there a Blueprint method to manually rebuild nav mesh?](https://forums.unrealengine.com/t/is-there-a-blueprint-method-to-manually-rebuild-nav-mesh/313540)

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**Author:** [@Stormrage256](https://forums.unrealengine.com/u/Stormrage256)\
**Replies:** 5\
**Last updated:** [August 15, 2024, 12:05pm UTC](https://forums.unrealengine.com/t/is-there-a-blueprint-method-to-manually-rebuild-nav-mesh/313540 "2024-08-15T12:05:51Z")

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Hi, I would like to know if there is any way to rebuild the nav mesh manually using some blueprint command. I know that I can enable runtime rebuild of nav mesh. But I just want the rebuild to happen only when I do somet…

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## [The Main task of my Simple Parallel is a MoveTo node, but when the Secondary task changes the target, it does not update my MoveTo node](https://forums.unrealengine.com/t/the-main-task-of-my-simple-parallel-is-a-moveto-node-but-when-the-secondary-task-changes-the-target-it-does-not-update-my-moveto-node/1976173)

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**Author:** [@Lowenfas](https://forums.unrealengine.com/u/Lowenfas)\
**Replies:** 1\
**Last updated:** [August 14, 2024, 10:30pm UTC](https://forums.unrealengine.com/t/the-main-task-of-my-simple-parallel-is-a-moveto-node-but-when-the-secondary-task-changes-the-target-it-does-not-update-my-moveto-node/1976173 "2024-08-14T22:30:53Z")

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Kind of a confusing title I know, the picture below should clear things up. The main task in my parallel is the enemy moving straight toward its target. In the background I want it to run a new check every second to upda…

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## [Navmesh modifier volume breaks the navmesh](https://forums.unrealengine.com/t/navmesh-modifier-volume-breaks-the-navmesh/1975143)

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**Author:** [@br\_chickn](https://forums.unrealengine.com/u/br_chickn)\
**Replies:** 0\
**Last updated:** [August 14, 2024, 7:49am UTC](https://forums.unrealengine.com/t/navmesh-modifier-volume-breaks-the-navmesh/1975143 "2024-08-14T07:49:14Z")

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This is the navmesh as static When i change the navmesh runtime generation to anything the navmesh raise in Z axis every time. Why is it doing that? The real problem, when i add a navmesh modifier volume to the scen…

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## [AI behavior tree - MoveTo is not moving pawn](https://forums.unrealengine.com/t/ai-behavior-tree-moveto-is-not-moving-pawn/1971808)

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**Author:** [@fupfen](https://forums.unrealengine.com/u/fupfen)\
**Replies:** 0\
**Last updated:** [August 11, 2024, 7:44pm UTC](https://forums.unrealengine.com/t/ai-behavior-tree-moveto-is-not-moving-pawn/1971808 "2024-08-11T19:44:58Z")

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hello, I have set up a basic AI that is supposed to move to an objective. this AI is controlled by the AI Controller Class AIC\_AI\_Base: In this controller class, I am running a behavior tree called BT\_AI\_Base: …

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## [MassEntity zone graph are stopping traffic on their connection points](https://forums.unrealengine.com/t/massentity-zone-graph-are-stopping-traffic-on-their-connection-points/794222)

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**Author:** [@Elfideo](https://forums.unrealengine.com/u/Elfideo)\
**Replies:** 8\
**Last updated:** [August 11, 2024, 10:40am UTC](https://forums.unrealengine.com/t/massentity-zone-graph-are-stopping-traffic-on-their-connection-points/794222 "2024-08-11T10:40:19Z")

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Hello guys, so I was playing around with the Mass Entity. I followed the same structure the city sample vehicles have, but for some reason when I made my zone graphs manually and connect them the vehicle moved but when t…

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## [Can't specify NavAgent with custom movement component](https://forums.unrealengine.com/t/cant-specify-navagent-with-custom-movement-component/1966426)

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**Author:** [@SgtFlexxx](https://forums.unrealengine.com/u/SgtFlexxx)\
**Replies:** 4\
**Last updated:** [August 10, 2024, 8:48pm UTC](https://forums.unrealengine.com/t/cant-specify-navagent-with-custom-movement-component/1966426 "2024-08-10T20:48:10Z")

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Hi all, I’ve got a project going where I have primarily two types of pawns: Characters and Vehicles. I would prefer for the pawns to use the smaller default NavAgent, and for Vehicles to use the larger “Vehicle” NavAgen…

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## [AI MoveTo Fails with "Blocked" \[4-27\]](https://forums.unrealengine.com/t/ai-moveto-fails-with-blocked-4-27/267370)

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**Author:** [@OpenAnalysis](https://forums.unrealengine.com/u/OpenAnalysis)\
**Replies:** 3\
**Last updated:** [August 10, 2024, 12:53pm UTC](https://forums.unrealengine.com/t/ai-moveto-fails-with-blocked-4-27/267370 "2024-08-10T12:53:38Z")

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Hi, I’m having some trouble with the AI MoveTo blueprint. For some reason it considers my AI to be blocked. Any help/ideas is much appreciated. I’m using version 4.27.2 & Blueprints. I’ve spent some time trying to trou…

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## [Pawn Sensing - on vision lost](https://forums.unrealengine.com/t/pawn-sensing-on-vision-lost/324909)

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**Author:** [@anonymous\_user\_74a87cc5](https://forums.unrealengine.com/u/anonymous_user_74a87cc5)\
**Replies:** 5\
**Last updated:** [August 9, 2024, 4:20am UTC](https://forums.unrealengine.com/t/pawn-sensing-on-vision-lost/324909 "2024-08-09T04:20:02Z")

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I’ve just implemented Pawn Sensing on my AI to get bots to follow my player once the OnSeePawn event is fired. However, there does not seem to be the equivalent event for when line of sight is lost. I’m wonder what the b…

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## [Navigation system picking wrong agent](https://forums.unrealengine.com/t/navigation-system-picking-wrong-agent/370386)

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**Author:** [@Frozenfire](https://forums.unrealengine.com/u/Frozenfire)\
**Replies:** 5\
**Last updated:** [August 8, 2024, 3:25am UTC](https://forums.unrealengine.com/t/navigation-system-picking-wrong-agent/370386 "2024-08-08T03:25:57Z")

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It seems that the AI is consistently picking the wrong agent for some reason. heres the setup vs what is being used. The AI Visual logger seems to keep showing that VehicleAgent is unable to find path. Am I doing somet…

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## [What would cause Behavior tree no to execute?](https://forums.unrealengine.com/t/what-would-cause-behavior-tree-no-to-execute/290103)

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**Author:** [@anonymous\_user\_63b2284a](https://forums.unrealengine.com/u/anonymous_user_63b2284a)\
**Replies:** 14\
**Last updated:** [August 6, 2024, 11:27am UTC](https://forums.unrealengine.com/t/what-would-cause-behavior-tree-no-to-execute/290103 "2024-08-06T11:27:50Z")

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So I am setting up some very simple enemy AI using Behavior tree. I have done some reading and followed a tutorial to get it set up, so that I can then experiment with/learn the system better. I have the Behavior tree an…

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## [Enemy AI doesn't work at all if spawned in AFTER the first half second of gameplay. The BT appears to work, but the pawns don't do anything.](https://forums.unrealengine.com/t/enemy-ai-doesnt-work-at-all-if-spawned-in-after-the-first-half-second-of-gameplay-the-bt-appears-to-work-but-the-pawns-dont-do-anything/1961913)

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**Author:** [@Lowenfas](https://forums.unrealengine.com/u/Lowenfas)\
**Replies:** 1\
**Last updated:** [August 5, 2024, 12:28pm UTC](https://forums.unrealengine.com/t/enemy-ai-doesnt-work-at-all-if-spawned-in-after-the-first-half-second-of-gameplay-the-bt-appears-to-work-but-the-pawns-dont-do-anything/1961913 "2024-08-05T12:28:10Z")

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I ran all my AI tests by “Placing in World” the actor and they work just fine. I also did some tests with spawning them in from an “Event Begin Play” node, and they still work just fine. Through a lot of trial and error …

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## [In mass ai crowd movement using statetree, I want to create the conditions of stop and go](https://forums.unrealengine.com/t/in-mass-ai-crowd-movement-using-statetree-i-want-to-create-the-conditions-of-stop-and-go/1958893)

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**Author:** [@Dsharp\_K](https://forums.unrealengine.com/u/Dsharp_K)\
**Replies:** 0\
**Last updated:** [August 2, 2024, 2:37am UTC](https://forums.unrealengine.com/t/in-mass-ai-crowd-movement-using-statetree-i-want-to-create-the-conditions-of-stop-and-go/1958893 "2024-08-02T02:37:55Z")

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Your First 60 Minutes with Mass I’ve read all of the above and tried to understand, and I’ve been searching for other information for days. But nowhere, I couldn’t find any information about the MASS AI crowd just m…

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## [Check if AI can't reach target](https://forums.unrealengine.com/t/check-if-ai-cant-reach-target/388874)

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**Author:** [@MadnessReloaded](https://forums.unrealengine.com/u/MadnessReloaded)\
**Replies:** 4\
**Last updated:** [August 1, 2024, 1:49am UTC](https://forums.unrealengine.com/t/check-if-ai-cant-reach-target/388874 "2024-08-01T01:49:16Z")

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So, I’m creating an artificial intelligence character. He can detect, follow and attack me if, naturally, I’m in a navmesh. As you can see, there is a void between the player (grey) and the AI (orange). Now, I want …

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## [Multiple npcs attack a build](https://forums.unrealengine.com/t/multiple-npcs-attack-a-build/1954576)

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**Author:** [@Alvarobando](https://forums.unrealengine.com/u/Alvarobando)\
**Replies:** 0\
**Last updated:** [July 29, 2024, 5:06pm UTC](https://forums.unrealengine.com/t/multiple-npcs-attack-a-build/1954576 "2024-07-29T17:06:45Z")

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I have a multiple npcs and i want that npc attack one build, i have the ai to get the closest point between the build and the npc, but when i have for example like 20 npc attack, they put some in the front and the npc on…

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## [AI not working when launch game](https://forums.unrealengine.com/t/ai-not-working-when-launch-game/363931)

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**Author:** [@anon71236692](https://forums.unrealengine.com/u/anon71236692)\
**Replies:** 5\
**Last updated:** [July 29, 2024, 1:36pm UTC](https://forums.unrealengine.com/t/ai-not-working-when-launch-game/363931 "2024-07-29T13:36:11Z")

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When I press launch game in the editor in my main menu level and click on open the game level, the level will load normally, but my AI will stop working and the nav mesh will also stop working. How could I fix this?

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## [How to allow AI to chase and attack the player at the same time?](https://forums.unrealengine.com/t/how-to-allow-ai-to-chase-and-attack-the-player-at-the-same-time/1953688)

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**Author:** [@GhostRoboXt](https://forums.unrealengine.com/u/GhostRoboXt)\
**Replies:** 0\
**Last updated:** [July 28, 2024, 10:13pm UTC](https://forums.unrealengine.com/t/how-to-allow-ai-to-chase-and-attack-the-player-at-the-same-time/1953688 "2024-07-28T22:13:49Z")

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I have a behavior tree where in one of the sequences, the task BT\_ChasePlayer is played, where the AI finds and chases the player, and then the task BT\_KillPlayer is played, where it plays an animation montage. I have tw…

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## [Flying AI MoveTo without NavMesh](https://forums.unrealengine.com/t/flying-ai-moveto-without-navmesh/1946228)

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**Author:** [@Krabworks](https://forums.unrealengine.com/u/Krabworks)\
**Replies:** 16\
**Last updated:** [July 26, 2024, 3:10pm UTC](https://forums.unrealengine.com/t/flying-ai-moveto-without-navmesh/1946228 "2024-07-26T15:10:49Z")

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Wondering if anyone has ideas about a simple way how to move an AI without NavMesh in a custom Behaviour Tree Task that behaves like AI Moveto (i.e., a Flying AI MoveTo). I would rather avoid using any of the 3D NavMesh …

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## [How do i get AI to look for me at Last Known Posistion?](https://forums.unrealengine.com/t/how-do-i-get-ai-to-look-for-me-at-last-known-posistion/311965)

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**Author:** [@gotgrassct](https://forums.unrealengine.com/u/gotgrassct)\
**Replies:** 6\
**Last updated:** [July 26, 2024, 12:24pm UTC](https://forums.unrealengine.com/t/how-do-i-get-ai-to-look-for-me-at-last-known-posistion/311965 "2024-07-26T12:24:10Z")

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Hi, i have this basic AI System where the AI wonders around, and if he see’s the player (Using a pawn sensing component) he will chase the player and when he gets close to the player he attacks him. But when the player …

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## [Right way of passing parameters to EQS after running it from "Run EQSQuery" node](https://forums.unrealengine.com/t/right-way-of-passing-parameters-to-eqs-after-running-it-from-run-eqsquery-node/473470)

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**Author:** [@Abaddon999](https://forums.unrealengine.com/u/Abaddon999)\
**Replies:** 2\
**Last updated:** [July 25, 2024, 10:00am UTC](https://forums.unrealengine.com/t/right-way-of-passing-parameters-to-eqs-after-running-it-from-run-eqsquery-node/473470 "2024-07-25T10:00:41Z")

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Hello, I’m trying to figure out how to pass parameters to a EQS Query when I’m calling it from a behaviour tree task with the “Run EQSQuery” node. When I put a “Set Named Param” node right after the “Run EQSQuery” node U…

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## [Blackboard key value change](https://forums.unrealengine.com/t/blackboard-key-value-change/459808)

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**Author:** [@Philipt235](https://forums.unrealengine.com/u/Philipt235)\
**Replies:** 1\
**Last updated:** [July 25, 2024, 12:02am UTC](https://forums.unrealengine.com/t/blackboard-key-value-change/459808 "2024-07-25T00:02:00Z")

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Is it possible to change a boolean type Blackboard Key using an on clicked event? The screenshot that is posted are the nodes that I created for the widget button. As far as I know, based on the nodes I created, Once…

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## [Set Boolean on Behavior tree](https://forums.unrealengine.com/t/set-boolean-on-behavior-tree/1930843)

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**Author:** [@DeusaCremosinha](https://forums.unrealengine.com/u/DeusaCremosinha)\
**Replies:** 9\
**Last updated:** [July 23, 2024, 4:17pm UTC](https://forums.unrealengine.com/t/set-boolean-on-behavior-tree/1930843 "2024-07-23T16:17:24Z")

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I’m trying to do a Stun effect but the boolean is not been set to true.

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## [Designing AI w/ Behavior Tree](https://forums.unrealengine.com/t/designing-ai-w-behavior-tree/1946705)

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**Author:** [@itsunrealrobin](https://forums.unrealengine.com/u/itsunrealrobin)\
**Replies:** 0\
**Last updated:** [July 23, 2024, 3:27am UTC](https://forums.unrealengine.com/t/designing-ai-w-behavior-tree/1946705 "2024-07-23T03:27:20Z")

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I am struggling to understand how to think about using Behavior Trees. I have made very simple ones, like “Go There” “Chase” and “Attack”, but for more complex behavior systems I don’t even understand how to plan them. I…

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## [HOW TO MAKE AI ENEMY IN 2D SIDESCROLLER?](https://forums.unrealengine.com/t/how-to-make-ai-enemy-in-2d-sidescroller/1946678)

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**Author:** [@renjuo](https://forums.unrealengine.com/u/renjuo)\
**Replies:** 1\
**Last updated:** [July 23, 2024, 3:18am UTC](https://forums.unrealengine.com/t/how-to-make-ai-enemy-in-2d-sidescroller/1946678 "2024-07-23T03:18:44Z")

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Hello, everyone. i need you who can help me to make AI Enemy in my 2D game in UE5. i hope you can help me,Thank you!

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## [AI Perception needs more options for Blueprints](https://forums.unrealengine.com/t/ai-perception-needs-more-options-for-blueprints/491900)

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**Author:** [@ibrahimaysan](https://forums.unrealengine.com/u/ibrahimaysan)\
**Replies:** 5\
**Last updated:** [July 23, 2024, 3:16am UTC](https://forums.unrealengine.com/t/ai-perception-needs-more-options-for-blueprints/491900 "2024-07-23T03:16:51Z")

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Hi, I found that AI Perception for blueprints missing some main elements in blueprints like changing the AI Configs(which I believe is very important in gameplay, for example, if you are stealth, decrease the enemy radi…

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