# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=2

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**Page:** 3

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## [AI Selector Node does not work](https://forums.unrealengine.com/t/ai-selector-node-does-not-work/2665192)

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**Author:** [@Suspiria901](https://forums.unrealengine.com/u/Suspiria901)\
**Replies:** 1\
**Last updated:** [June 2, 2026, 6:57pm UTC](https://forums.unrealengine.com/t/ai-selector-node-does-not-work/2665192 "2026-06-02T18:57:36Z")

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Hello, I’m trying to make a simple behaviour tree that will check if the AI can see an object of interest and move towards it’s location if seen. However I have an issue where in which my AI selector node will not execut…

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## [Mass Traffic crossroads](https://forums.unrealengine.com/t/mass-traffic-crossroads/1179312)

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**Author:** [@MishDanik](https://forums.unrealengine.com/u/MishDanik)\
**Replies:** 1\
**Last updated:** [June 2, 2026, 3:15pm UTC](https://forums.unrealengine.com/t/mass-traffic-crossroads/1179312 "2026-06-02T15:15:46Z")

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Hello everyone! I need some help. I’m having trouble understanding how to set up the traffic flow at an intersection in Mass Traffic. The vehicle movement itself is working fine, but there is confusion at the intersectio…

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## [How to check if target is reachable navmesh](https://forums.unrealengine.com/t/how-to-check-if-target-is-reachable-navmesh/333015)

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**Author:** [@nedled](https://forums.unrealengine.com/u/nedled)\
**Replies:** 4\
**Last updated:** [May 30, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/how-to-check-if-target-is-reachable-navmesh/333015 "2026-05-30T15:32:57Z")

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Hi there, I’m using a Behavior tree for my AI with a priority system where I list all types of enemies. I want to check the reach-ability of all enemies using a priority list. However when I’m checking an enemy that i…

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## [Smart Objects don't work for the Mass AI Crowd](https://forums.unrealengine.com/t/smart-objects-dont-work-for-the-mass-ai-crowd/2724010)

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**Author:** [@Tsuki\_No\_Hikari](https://forums.unrealengine.com/u/Tsuki_No_Hikari)\
**Replies:** 0\
**Last updated:** [May 23, 2026, 3:50pm UTC](https://forums.unrealengine.com/t/smart-objects-dont-work-for-the-mass-ai-crowd/2724010 "2026-05-23T15:50:32Z")

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Hello, everyone. There was a problem in making the Mass AI crowd work along with smart objects. I used the official documentation to configure it. There are actors on stage with the SmartObject component, who have “Ca…

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## [Mass Behavior State Tree bug?](https://forums.unrealengine.com/t/mass-behavior-state-tree-bug/2581980)

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**Author:** [@Riggs\_VCE](https://forums.unrealengine.com/u/Riggs_VCE)\
**Replies:** 2\
**Last updated:** [May 12, 2026, 1:50pm UTC](https://forums.unrealengine.com/t/mass-behavior-state-tree-bug/2581980 "2026-05-12T13:50:42Z")

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Hello, Im working with Mass AI and State Trees. I think I have found a bug. My state tree is using Enter Conditions for tasks and it appears a child task with a boolean compare is affecting a boolean compare in a task t…

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## [Try implement Car boost into Learning Agents Driving Tutorial, but I ran into an implementation problem](https://forums.unrealengine.com/t/try-implement-car-boost-into-learning-agents-driving-tutorial-but-i-ran-into-an-implementation-problem/2717173)

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**Author:** [@KISLICHOK](https://forums.unrealengine.com/u/KISLICHOK)\
**Replies:** 2\
**Last updated:** [May 6, 2026, 6:26pm UTC](https://forums.unrealengine.com/t/try-implement-car-boost-into-learning-agents-driving-tutorial-but-i-ran-into-an-implementation-problem/2717173 "2026-05-06T18:26:06Z")

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Hello! I’m trying to implement car nitro (boost) based on a tutorial. My goal is to teach the agent how to boost the car for a certain period of time. I ran into the problem that the agent switches the nitro state ver…

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## [How do you pick the right performance marketing agency ](https://forums.unrealengine.com/t/how-do-you-pick-the-right-performance-marketing-agency/2687270)

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**Author:** [@kurtbrown1](https://forums.unrealengine.com/u/kurtbrown1)\
**Replies:** 1\
**Last updated:** [May 6, 2026, 11:15am UTC](https://forums.unrealengine.com/t/how-do-you-pick-the-right-performance-marketing-agency/2687270 "2026-05-06T11:15:21Z")

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Hey everyone, I am looking to promote a new mobile app but I am a bit lost on where to start. I have heard a lot about working with a performance marketing agency, but I am not sure what makes one really effective. Has a…

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## [UE 5.7: EQS no longer functions ](https://forums.unrealengine.com/t/ue-5-7-eqs-no-longer-functions/2719912)

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**Author:** [@ThorNNHeim](https://forums.unrealengine.com/u/ThorNNHeim)\
**Replies:** 0\
**Last updated:** [May 4, 2026, 2:53pm UTC](https://forums.unrealengine.com/t/ue-5-7-eqs-no-longer-functions/2719912 "2026-05-04T14:53:52Z")

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I am a student at a university for game development. As our task for this semester we have made a small game, and I was placed in charge of the enemies and AI behaviour. I have started adding EQS to the mix, but sudden…

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## [Learning Agents Tutorial 5.6+](https://forums.unrealengine.com/t/learning-agents-tutorial-5-6/2719769)

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**Author:** [@silentkratos](https://forums.unrealengine.com/u/silentkratos)\
**Replies:** 0\
**Last updated:** [May 4, 2026, 3:57am UTC](https://forums.unrealengine.com/t/learning-agents-tutorial-5-6/2719769 "2026-05-04T03:57:34Z")

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Hi. Would it be possible to share an updated tutorial and example project? I followed the tutorial on Epic’s website: But half the scripts have broken links now.

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## [StateTreeAiComponent not executing](https://forums.unrealengine.com/t/statetreeaicomponent-not-executing/1833171)

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**Author:** [@Squamto](https://forums.unrealengine.com/u/Squamto)\
**Replies:** 15\
**Last updated:** [May 2, 2026, 4:10am UTC](https://forums.unrealengine.com/t/statetreeaicomponent-not-executing/1833171 "2026-05-02T04:10:33Z")

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I am trying to use the new StateTree AI Component, but cannot get it to run. I created a Tree and a Pawn with an State Tree AI-Component. But when I Play in Editor, the Tree does not execute. Neither do Task run nor is …

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## [Custom nav area feature bugged?](https://forums.unrealengine.com/t/custom-nav-area-feature-bugged/2327271)

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**Author:** [@Coyotekins\_YouTB1](https://forums.unrealengine.com/u/Coyotekins_YouTB1)\
**Replies:** 1\
**Last updated:** [May 1, 2026, 11:35pm UTC](https://forums.unrealengine.com/t/custom-nav-area-feature-bugged/2327271 "2026-05-01T23:35:00Z")

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I cannot place custom nav areas into the levels. They seem to be bugged. Video showing off my issue Am i just somehow doing something wrong? There are only 3 options in the nav area so i dont see how im messing anythin…

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## [BT bug? Multiple decorators fail to abort, but custom decorator succeeds](https://forums.unrealengine.com/t/bt-bug-multiple-decorators-fail-to-abort-but-custom-decorator-succeeds/2718018)

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**Author:** [@Perfect\_Human\_Interface](https://forums.unrealengine.com/u/Perfect_Human_Interface)\
**Replies:** 3\
**Last updated:** [April 27, 2026, 1:27am UTC](https://forums.unrealengine.com/t/bt-bug-multiple-decorators-fail-to-abort-but-custom-decorator-succeeds/2718018 "2026-04-27T01:27:13Z")

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As you can see in the screenshot, my top priority sequence is failing to abort lower priority tasks despite both decorators going to “pass.” I did verify that both conditions are going to “fail” and then back to “pas…

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## [Ai Moveto aborted no matter what I try](https://forums.unrealengine.com/t/ai-moveto-aborted-no-matter-what-i-try/617503)

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**Author:** [@Prolandia](https://forums.unrealengine.com/u/Prolandia)\
**Replies:** 24\
**Last updated:** [April 25, 2026, 9:14pm UTC](https://forums.unrealengine.com/t/ai-moveto-aborted-no-matter-what-i-try/617503 "2026-04-25T21:14:57Z")

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I have tried both unreal engine 5.0.3 and 4.27.2 and it give the same results This is what I used for the movement

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## [Making multiple AIs choose different spots in EQS](https://forums.unrealengine.com/t/making-multiple-ais-choose-different-spots-in-eqs/487394)

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**Author:** [@Dodge\_King28](https://forums.unrealengine.com/u/Dodge_King28)\
**Replies:** 2\
**Last updated:** [April 24, 2026, 12:23pm UTC](https://forums.unrealengine.com/t/making-multiple-ais-choose-different-spots-in-eqs/487394 "2026-04-24T12:23:57Z")

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Hi everybody, I’m using EQS to so that AIs can circle around the player and attack from different directions. The problem I’m facing at the moment some AIs choose the same spot. How can I make it so every AI chooses diff…

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## [Creatures not working. ](https://forums.unrealengine.com/t/creatures-not-working/2717253)

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**Author:** [@Hunter\_12384](https://forums.unrealengine.com/u/Hunter_12384)\
**Replies:** 1\
**Last updated:** [April 22, 2026, 6:41pm UTC](https://forums.unrealengine.com/t/creatures-not-working/2717253 "2026-04-22T18:41:40Z")

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Whenever i spawn a zombie/Creature it just instantly dies I’ve tried everything but it still dies I have tried Deleting and making a new one, Check all devices and settings, and even made a copy world but still doesn’t …

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## [\[UE 5.7.4\] StateTree Dominance: Tick-Optimized AI Architecture for High-Resolution PVE](https://forums.unrealengine.com/t/ue-5-7-4-statetree-dominance-tick-optimized-ai-architecture-for-high-resolution-pve/2716198)

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**Author:** [@SheychX](https://forums.unrealengine.com/u/SheychX)\
**Replies:** 0\
**Last updated:** [April 17, 2026, 4:07pm UTC](https://forums.unrealengine.com/t/ue-5-7-4-statetree-dominance-tick-optimized-ai-architecture-for-high-resolution-pve/2716198 "2026-04-17T16:07:38Z")

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In the development of The Last Signal (TLS), a high-resolution third-person shooter, we faced the standard architectural challenge: scaling high-density PVE waves without sacrificing CPU cycles. Many “Indie” projects suf…

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## [This Lets AI Write Scripts for You And Run It All By One-click](https://forums.unrealengine.com/t/this-lets-ai-write-scripts-for-you-and-run-it-all-by-one-click/2716057)

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**Author:** [@luife88](https://forums.unrealengine.com/u/luife88)\
**Replies:** 0\
**Last updated:** [April 17, 2026, 5:22am UTC](https://forums.unrealengine.com/t/this-lets-ai-write-scripts-for-you-and-run-it-all-by-one-click/2716057 "2026-04-17T05:22:02Z")

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What is PythonHelper? PythonHelper is an open-source Unreal Engine plugin that lets you execute custom editor scripts with a single click. Even better, it works seamlessly with AI large language models — describe your ne…

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## [IA texture images](https://forums.unrealengine.com/t/ia-texture-images/2715132)

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**Author:** [@Soyelmejrrrr](https://forums.unrealengine.com/u/Soyelmejrrrr)\
**Replies:** 0\
**Last updated:** [April 14, 2026, 12:58am UTC](https://forums.unrealengine.com/t/ia-texture-images/2715132 "2026-04-14T00:58:11Z")

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Hi! I have a question about Steam’s AI policies. I’m using Gemini AI to generate base images for textures (like labels, wall details, and small objects). My question is whether I can use it in my video game. I’m working…

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## [EQS : PathingGrid : Missing points of 'detached' nav mesh 'segment'](https://forums.unrealengine.com/t/eqs-pathinggrid-missing-points-of-detached-nav-mesh-segment/564338)

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**Author:** [@akaPrometh](https://forums.unrealengine.com/u/akaPrometh)\
**Replies:** 1\
**Last updated:** [April 13, 2026, 9:31am UTC](https://forums.unrealengine.com/t/eqs-pathinggrid-missing-points-of-detached-nav-mesh-segment/564338 "2026-04-13T09:31:03Z")

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Hi, I’m trying to make an EQS query that gets the best position on the navmesh around a target for my RANGE AI to go to. So it actually doesnt need to get to it, it just needs a location on the navmesh. This is a bit …

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## [How to set a target location for MassAI with StateTree?](https://forums.unrealengine.com/t/how-to-set-a-target-location-for-massai-with-statetree/2712628)

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**Author:** [@Asylum\_Smile](https://forums.unrealengine.com/u/Asylum_Smile)\
**Replies:** 3\
**Last updated:** [April 9, 2026, 1:50pm UTC](https://forums.unrealengine.com/t/how-to-set-a-target-location-for-massai-with-statetree/2712628 "2026-04-09T13:50:19Z")

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In the “First 60 mins with Mass” article a State Tree is setup such that each entity can wander around a NavMesh using the “Find Reachable Point” and “Follow Path” tasks. My question is how would you go about giving eac…

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## [StateTree saving & loading?](https://forums.unrealengine.com/t/statetree-saving-loading/2664457)

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**Author:** [@srztt](https://forums.unrealengine.com/u/srztt)\
**Replies:** 2\
**Last updated:** [April 9, 2026, 1:47am UTC](https://forums.unrealengine.com/t/statetree-saving-loading/2664457 "2026-04-09T01:47:18Z")

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Is there any way to save/restore active state(s), context etc. for StateTrees? So basically an NP action would be a StateTree with multiple states/tasks, and it could continue where it left off after loading the game. W…

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## [Aborting and retriggering MoveTo's causes problems](https://forums.unrealengine.com/t/aborting-and-retriggering-movetos-causes-problems/2711532)

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**Author:** [@Perfect\_Human\_Interface](https://forums.unrealengine.com/u/Perfect_Human_Interface)\
**Replies:** 0\
**Last updated:** [April 5, 2026, 8:14am UTC](https://forums.unrealengine.com/t/aborting-and-retriggering-movetos-causes-problems/2711532 "2026-04-05T08:14:52Z")

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I am new to using AI Perception and Behavior Trees in Unreal, but I’ve noticed some significant issues with the process of aborting a MoveTo task and immediately starting a new one. The quintessential, simple enemy AI be…

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## [How can i make the enemy ai chase and shoot the player?](https://forums.unrealengine.com/t/how-can-i-make-the-enemy-ai-chase-and-shoot-the-player/2704848)

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**Author:** [@SpiderProwler](https://forums.unrealengine.com/u/SpiderProwler)\
**Replies:** 2\
**Last updated:** [April 4, 2026, 9:17am UTC](https://forums.unrealengine.com/t/how-can-i-make-the-enemy-ai-chase-and-shoot-the-player/2704848 "2026-04-04T09:17:52Z")

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I have set up an enemy AI in unreal engine 5.3 using behavior tree, blackboard and AI controller. I want that when the Enemy sees the player he will be either able to shoot at him or to chase him depending from the dis…

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## [How to cancel ongoing interaction with a smart object?](https://forums.unrealengine.com/t/how-to-cancel-ongoing-interaction-with-a-smart-object/1786478)

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**Author:** [@SnabbKneht](https://forums.unrealengine.com/u/SnabbKneht)\
**Replies:** 3\
**Last updated:** [April 2, 2026, 5:32pm UTC](https://forums.unrealengine.com/t/how-to-cancel-ongoing-interaction-with-a-smart-object/1786478 "2026-04-02T17:32:49Z")

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I have a behavior tree task which calls function “Move to and use smart object with gameplay behavior” in “Receive Execute AI” event. The interaction with smart object works as intended but I need to stop the interac…

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## [Is there an in-engine way to limit the number of smart links an NPC uses when using the 'Move to' func in the behavior tree?](https://forums.unrealengine.com/t/is-there-an-in-engine-way-to-limit-the-number-of-smart-links-an-npc-uses-when-using-the-move-to-func-in-the-behavior-tree/2709514)

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**Author:** [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Replies:** 0\
**Last updated:** [March 28, 2026, 12:14am UTC](https://forums.unrealengine.com/t/is-there-an-in-engine-way-to-limit-the-number-of-smart-links-an-npc-uses-when-using-the-move-to-func-in-the-behavior-tree/2709514 "2026-03-28T00:14:55Z")

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I am trying to wrap up some AI stuff but I am stuck with an issue with chaining Smart Nav links. I use one to allow NPCs to boost to higher ledges, however there is a cooldown. I have tried turning off the navlinks after…

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## [AI MoveTo fails with "aborted" inconsistently](https://forums.unrealengine.com/t/ai-moveto-fails-with-aborted-inconsistently/370814)

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**Author:** [@The\_Scanner\_Darkly](https://forums.unrealengine.com/u/The_Scanner_Darkly)\
**Replies:** 13\
**Last updated:** [March 24, 2026, 7:43pm UTC](https://forums.unrealengine.com/t/ai-moveto-fails-with-aborted-inconsistently/370814 "2026-03-24T19:43:34Z")

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In my behaviour tree for my AI, there is a task “GoToWaypoint”, in which the node “AI MoveTo” node is used to move the character to their next waypoint, created by the player earlier in gameplay. This works 95% of the ti…

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## [Issue with array paging in LearningAgentsRecorder](https://forums.unrealengine.com/t/issue-with-array-paging-in-learningagentsrecorder/2705758)

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**Author:** [@\_YAF\_Lightbringer](https://forums.unrealengine.com/u/_YAF_Lightbringer)\
**Replies:** 1\
**Last updated:** [March 23, 2026, 8:55pm UTC](https://forums.unrealengine.com/t/issue-with-array-paging-in-learningagentsrecorder/2705758 "2026-03-23T20:55:20Z")

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There’s an issue in LearningAgentsRecorder.cpp:67 (UE 5.7.4 EOS, but I don’t think that file has changed much). The condition: if (StepNum / ChunkSize \<= Observations.Num()) is flipped and always true. Instead of allo…

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## [Simple Ai Not Moving?](https://forums.unrealengine.com/t/simple-ai-not-moving/628627)

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**Author:** [@KinGxSeGaL1](https://forums.unrealengine.com/u/KinGxSeGaL1)\
**Replies:** 18\
**Last updated:** [March 23, 2026, 8:46pm UTC](https://forums.unrealengine.com/t/simple-ai-not-moving/628627 "2026-03-23T20:46:20Z")

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I have a very simple Ai that on event begin play just walks around to a random reachable point which I have done many times before. I have a nav mesh bounds set up. It is green I checked. However the ai move to command s…

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## [Cannot get Rewind Debugger working with State Trees in 5.7 (Play as Listen Server)](https://forums.unrealengine.com/t/cannot-get-rewind-debugger-working-with-state-trees-in-5-7-play-as-listen-server/2707078)

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**Author:** [@TheDogtoy](https://forums.unrealengine.com/u/TheDogtoy)\
**Replies:** 1\
**Last updated:** [March 19, 2026, 5:06pm UTC](https://forums.unrealengine.com/t/cannot-get-rewind-debugger-working-with-state-trees-in-5-7-play-as-listen-server/2707078 "2026-03-19T17:06:22Z")

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What is the process for getting the state trees to show up in the debugger? I’ve tried selecting the instance in the state tree and then hitting the arrow to open it in the rewind debugger, I’ve tried the eye dropper, …

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## [Confusing state transition behavior show in Rewind Debugger on event trigger.](https://forums.unrealengine.com/t/confusing-state-transition-behavior-show-in-rewind-debugger-on-event-trigger/2706227)

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**Author:** [@PushStartInteractive](https://forums.unrealengine.com/u/PushStartInteractive)\
**Replies:** 4\
**Last updated:** [March 19, 2026, 7:42am UTC](https://forums.unrealengine.com/t/confusing-state-transition-behavior-show-in-rewind-debugger-on-event-trigger/2706227 "2026-03-19T07:42:32Z")

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I am running into a certain state tree behavior and I don’t know if it’s intentional. Let’s say I have a basic state tree like this: \[Root\] → \[Combat\] –→ \[Move To Target\] –→ \[Attack Target\] → \[Roaming\] –→ \[Move To …

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