# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=22

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**Page:** 23

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## [How to know what side of Nav Link Proxy is the pawn overlapping?](https://forums.unrealengine.com/t/how-to-know-what-side-of-nav-link-proxy-is-the-pawn-overlapping/1800817)

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**Author:** [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Replies:** 1\
**Last updated:** [April 12, 2024, 11:09pm UTC](https://forums.unrealengine.com/t/how-to-know-what-side-of-nav-link-proxy-is-the-pawn-overlapping/1800817 "2024-04-12T23:09:02Z")

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I need to know what side of Nav Link Proxy is overlapping with the pawn, so i know if i want going up or going down. The structure only gives me two points: I tried to compare the vectors but it always returns false…

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## [AI triggers the jumpscare on all my players](https://forums.unrealengine.com/t/ai-triggers-the-jumpscare-on-all-my-players/1800522)

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**Author:** [@camerone95](https://forums.unrealengine.com/u/camerone95)\
**Replies:** 2\
**Last updated:** [April 12, 2024, 6:41pm UTC](https://forums.unrealengine.com/t/ai-triggers-the-jumpscare-on-all-my-players/1800522 "2024-04-12T18:41:52Z")

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Hello and thank you in advance for your help So I tried to make a multiplayer horror game. the screens represent the BP\_AI which is the Bad Guy of my game. I try to do a jumpscare when the AI ​​collides with a player, …

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## [Open AICall GPT3 node is not showing in UE5.1](https://forums.unrealengine.com/t/open-aicall-gpt3-node-is-not-showing-in-ue5-1/844744)

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**Author:** [@NedzZone](https://forums.unrealengine.com/u/NedzZone)\
**Replies:** 5\
**Last updated:** [April 12, 2024, 2:58pm UTC](https://forums.unrealengine.com/t/open-aicall-gpt3-node-is-not-showing-in-ue5-1/844744 "2024-04-12T14:58:42Z")

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Hey everyone, I am wondering why the Open AICall GPT3 node is not showing in my UE5.1 Blueprint. Is there a with this UE version? I was wondering maybe I have to switch to an older version.

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## [NavMesh is no longer showing when pressing P, shows text instead](https://forums.unrealengine.com/t/navmesh-is-no-longer-showing-when-pressing-p-shows-text-instead/1799671)

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**Author:** [@SkaldOfTyr](https://forums.unrealengine.com/u/SkaldOfTyr)\
**Replies:** 1\
**Last updated:** [April 12, 2024, 1:38am UTC](https://forums.unrealengine.com/t/navmesh-is-no-longer-showing-when-pressing-p-shows-text-instead/1799671 "2024-04-12T01:38:12Z")

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I’m trying to add an additional Navmesh for cows to wander in a pen, and my default navmesh has been fine the whole time. When I set up agents and added the new NavMeshBounds, pressing P brings up this text box instead. …

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## [Having trouble getting Melee AI to effectively attack my players](https://forums.unrealengine.com/t/having-trouble-getting-melee-ai-to-effectively-attack-my-players/1793612)

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**Author:** [@rwita](https://forums.unrealengine.com/u/rwita)\
**Replies:** 3\
**Last updated:** [April 11, 2024, 1:35pm UTC](https://forums.unrealengine.com/t/having-trouble-getting-melee-ai-to-effectively-attack-my-players/1793612 "2024-04-11T13:35:45Z")

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My player character can effectively run away and shoot indefinitely, and it makes it a little hard for the melee AI to get into range to attack. The only fix I’ve found is to get the AI to move directly to my player targ…

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## [AI Blackboard doesn't receive some key changes from BTT \[UE5.3\]](https://forums.unrealengine.com/t/ai-blackboard-doesnt-receive-some-key-changes-from-btt-ue5-3/1798513)

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**Author:** [@DAck\_Games](https://forums.unrealengine.com/u/DAck_Games)\
**Replies:** 2\
**Last updated:** [April 11, 2024, 10:50am UTC](https://forums.unrealengine.com/t/ai-blackboard-doesnt-receive-some-key-changes-from-btt-ue5-3/1798513 "2024-04-11T10:50:29Z")

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Hello Unrealers. I have an issue with setting a boolean key in a Blackboard from a Behaviour Tree Task. The issue is, I am doing the exact same thing with a different key (not a bool this time, but an object), and for t…

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## [How can I move the detection range of AIPerseption?](https://forums.unrealengine.com/t/how-can-i-move-the-detection-range-of-aiperseption/1795552)

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**Author:** [@umayabashi](https://forums.unrealengine.com/u/umayabashi)\
**Replies:** 2\
**Last updated:** [April 10, 2024, 7:47am UTC](https://forums.unrealengine.com/t/how-can-i-move-the-detection-range-of-aiperseption/1795552 "2024-04-10T07:47:49Z")

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First, I want to create an AI that stays in one place and rotates to detect the player. But there’s a problem with doing that. Even if you set up a node that rotates the actor, the detection range of AI Perception itse…

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## [Cant seem to find my Smart Object](https://forums.unrealengine.com/t/cant-seem-to-find-my-smart-object/1795956)

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**Author:** [@6to9Games](https://forums.unrealengine.com/u/6to9Games)\
**Replies:** 1\
**Last updated:** [April 9, 2024, 7:21pm UTC](https://forums.unrealengine.com/t/cant-seem-to-find-my-smart-object/1795956 "2024-04-09T19:21:25Z")

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Hello there. I am trying to use Smart Objects together with State Trees in 5.4p and I can’t figure out, why I can’t find my Smart Object. I am using the Subsystem and making a request, giving it a huge box (its real…

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## [enemy ai that grabs the player](https://forums.unrealengine.com/t/enemy-ai-that-grabs-the-player/1795962)

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**Author:** [@spiderfoyo](https://forums.unrealengine.com/u/spiderfoyo)\
**Replies:** 0\
**Last updated:** [April 9, 2024, 6:25pm UTC](https://forums.unrealengine.com/t/enemy-ai-that-grabs-the-player/1795962 "2024-04-09T18:25:41Z")

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Can anyone help me with making an enemy ai that grabs the player like in resident evil franchise?

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## [How to cancel a task correctly? (Behavior tree -\> MoveTo)](https://forums.unrealengine.com/t/how-to-cancel-a-task-correctly-behavior-tree-moveto/1781224)

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**Author:** [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Replies:** 4\
**Last updated:** [April 9, 2024, 3:19am UTC](https://forums.unrealengine.com/t/how-to-cancel-a-task-correctly-behavior-tree-moveto/1781224 "2024-04-09T03:19:34Z")

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I’m testing this simple behavior tree. The thing is, stopping the task (Move to) is a pain. In the first case: (Decorators without abort self option) Decorators don’t work until the task fails or reaches the goal… …

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## [Realistic AI movement](https://forums.unrealengine.com/t/realistic-ai-movement/1794536)

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**Author:** [@wevex1](https://forums.unrealengine.com/u/wevex1)\
**Replies:** 0\
**Last updated:** [April 8, 2024, 8:02pm UTC](https://forums.unrealengine.com/t/realistic-ai-movement/1794536 "2024-04-08T20:02:28Z")

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Hi, is there a way to make an Ai move and turn more realistic I already used Rotation rate and orient rotation to movement

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## [AI Enemy Not Performing Task While Moving](https://forums.unrealengine.com/t/ai-enemy-not-performing-task-while-moving/1790892)

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**Author:** [@GV-Rafael-III](https://forums.unrealengine.com/u/GV-Rafael-III)\
**Replies:** 4\
**Last updated:** [April 8, 2024, 5:54pm UTC](https://forums.unrealengine.com/t/ai-enemy-not-performing-task-while-moving/1790892 "2024-04-08T17:54:16Z")

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I am trying to get my AI-controlled enemies to shoot or reload while moving towards the player. The “Shoot” and “Reload” tasks just play the corresponding animation montage, and return EBTNodeResult::Succeeded. Unfortuna…

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## [Different Acceptance Radius for different attacks](https://forums.unrealengine.com/t/different-acceptance-radius-for-different-attacks/1793963)

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**Author:** [@magnificuhnt](https://forums.unrealengine.com/u/magnificuhnt)\
**Replies:** 0\
**Last updated:** [April 8, 2024, 1:29pm UTC](https://forums.unrealengine.com/t/different-acceptance-radius-for-different-attacks/1793963 "2024-04-08T13:29:51Z")

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Hello, I’m trying to figure out how to use different Acceptance Radius values for my attacks coming from one AI Move To node (in the Behavior Tree tasks). Currently, I have 3 attacks. Attack 1 is running attack, which w…

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## [How to remove actor from EQS list based on blackboard key?](https://forums.unrealengine.com/t/how-to-remove-actor-from-eqs-list-based-on-blackboard-key/1792098)

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**Author:** [@rwita](https://forums.unrealengine.com/u/rwita)\
**Replies:** 5\
**Last updated:** [April 8, 2024, 6:10am UTC](https://forums.unrealengine.com/t/how-to-remove-actor-from-eqs-list-based-on-blackboard-key/1792098 "2024-04-08T06:10:34Z")

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Hi, I have a blackboard key that says if my player is dead or alive (because I need the mesh to persist) and an EQS Query that finds all actors around my AI pawn to target them for attack. How can I get my EQS query to …

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## [How to use damage sense in behavior tree? (EQS)](https://forums.unrealengine.com/t/how-to-use-damage-sense-in-behavior-tree-eqs/1789272)

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**Author:** [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Replies:** 2\
**Last updated:** [April 6, 2024, 10:20am UTC](https://forums.unrealengine.com/t/how-to-use-damage-sense-in-behavior-tree-eqs/1789272 "2024-04-06T10:20:59Z")

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Does anyone know how to use damage sense in EQS? I have not been able to find an example for this specific EQS case. I tried to do it myself but I couldn’t get it to work. I tried to make it as simple as possible. An…

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## [Move To failing with waypoints](https://forums.unrealengine.com/t/move-to-failing-with-waypoints/775830)

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**Author:** [@TinyTracker1](https://forums.unrealengine.com/u/TinyTracker1)\
**Replies:** 14\
**Last updated:** [April 4, 2024, 6:55pm UTC](https://forums.unrealengine.com/t/move-to-failing-with-waypoints/775830 "2024-04-04T18:55:24Z")

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Move to goes to the waypoint and becomes motionless. Then it fails because it thinks it didn’t reach the destination. I increased the size of the acceptable radius but it still fails. It is moving correctly but the behav…

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## [\[4.7.0\] BT - Simple Parallel won't wait on main task without background work](https://forums.unrealengine.com/t/4-7-0-bt-simple-parallel-wont-wait-on-main-task-without-background-work/308330)

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**Author:** [@kylawl](https://forums.unrealengine.com/u/kylawl)\
**Replies:** 2\
**Last updated:** [April 4, 2024, 8:36am UTC](https://forums.unrealengine.com/t/4-7-0-bt-simple-parallel-wont-wait-on-main-task-without-background-work/308330 "2024-04-04T08:36:11Z")

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I have a SimpleParallel with a MoveTo as the main task. If I do not hook anything up to the background task, the MoveTo will enter and exit immediately without moving the character.

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## [AIPerception not updating across maps](https://forums.unrealengine.com/t/aiperception-not-updating-across-maps/621382)

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**Author:** [@Suicaf99](https://forums.unrealengine.com/u/Suicaf99)\
**Replies:** 1\
**Last updated:** [March 28, 2024, 10:28pm UTC](https://forums.unrealengine.com/t/aiperception-not-updating-across-maps/621382 "2024-03-28T22:28:02Z")

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My team and I recently made the switch to UE5 for our game, and there weren’t any issues for a while, but this is a strange one. We were using AI perception in UE4 for the Sight sense, but now in UE5 wanted to add Hearin…

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## [How to ignore noise events in AI-cognition where you can't go beyond the wall](https://forums.unrealengine.com/t/how-to-ignore-noise-events-in-ai-cognition-where-you-cant-go-beyond-the-wall/1775584)

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**Author:** [@99st](https://forums.unrealengine.com/u/99st)\
**Replies:** 0\
**Last updated:** [March 28, 2024, 5:37am UTC](https://forums.unrealengine.com/t/how-to-ignore-noise-events-in-ai-cognition-where-you-cant-go-beyond-the-wall/1775584 "2024-03-28T05:37:53Z")

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The blue wall over the sliding door is being ignored It’s not a viewing event, it’s a noise event, but I hear sounds from places I can’t go, and there are already enemies outside the door We created EQS and created A…

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## [Mass Crowd Spawner Low Res Character not holding pose](https://forums.unrealengine.com/t/mass-crowd-spawner-low-res-character-not-holding-pose/1774497)

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**Author:** [@PatrickShima](https://forums.unrealengine.com/u/PatrickShima)\
**Replies:** 0\
**Last updated:** [March 27, 2024, 12:38pm UTC](https://forums.unrealengine.com/t/mass-crowd-spawner-low-res-character-not-holding-pose/1774497 "2024-03-27T12:38:28Z")

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I’m making a cinematic sequence on UE 5.0 using the Mass Crowd Spawner tool. I created my own skeleton base sequence plugged it to the output pose and I’m using it as the base pose for my animation blueprint Then I’…

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## [I lost an entire level of xp](https://forums.unrealengine.com/t/i-lost-an-entire-level-of-xp/1773516)

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**Author:** [@Lady\_EIowyn](https://forums.unrealengine.com/u/Lady_EIowyn)\
**Replies:** 0\
**Last updated:** [March 26, 2024, 7:40pm UTC](https://forums.unrealengine.com/t/i-lost-an-entire-level-of-xp/1773516 "2024-03-26T19:40:12Z")

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I lost an entire level of xp. I leveled up while playing and game and then once I left the game the xp was completely gone.

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## [Why some AI fails finding the path?](https://forums.unrealengine.com/t/why-some-ai-fails-finding-the-path/1770336)

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**Author:** [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Replies:** 11\
**Last updated:** [March 26, 2024, 3:34am UTC](https://forums.unrealengine.com/t/why-some-ai-fails-finding-the-path/1770336 "2024-03-26T03:34:43Z")

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Most of my AI manage to get around the walls. But sometimes some of them go straight to the wall and get stuck. See this video: I’m not sure what’s wrong here. Any Idea? Thank you so much!!

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## [Parallel Execution in Behavior Tree](https://forums.unrealengine.com/t/parallel-execution-in-behavior-tree/340740)

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**Author:** [@anonymous\_user\_4030fea0](https://forums.unrealengine.com/u/anonymous_user_4030fea0)\
**Replies:** 17\
**Last updated:** [March 25, 2024, 11:25pm UTC](https://forums.unrealengine.com/t/parallel-execution-in-behavior-tree/340740 "2024-03-25T23:25:29Z")

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Hi guys I am creating a simple behavior for a cannon. The desired behavior is: Aim the cannon at the player, and simultaneously Fire and Reload on cool down. I currently have the following Behavior Tree implemented: …

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## [Investigate different sounds not working](https://forums.unrealengine.com/t/investigate-different-sounds-not-working/1768240)

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**Author:** [@R1P3R1NO](https://forums.unrealengine.com/u/R1P3R1NO)\
**Replies:** 0\
**Last updated:** [March 23, 2024, 1:02pm UTC](https://forums.unrealengine.com/t/investigate-different-sounds-not-working/1768240 "2024-03-23T13:02:01Z")

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I followed a YouTube tutorial on artificial intelligence. To allow the AI to react to different perceptions, I had to create a enum with states and add it as a blackboard value. All the states work fine, except for the i…

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## [How to create background ecosystem like nightmare for environmental story telling?](https://forums.unrealengine.com/t/how-to-create-background-ecosystem-like-nightmare-for-environmental-story-telling/1765036)

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**Author:** [@Hafeelahmed](https://forums.unrealengine.com/u/Hafeelahmed)\
**Replies:** 0\
**Last updated:** [March 21, 2024, 1:21pm UTC](https://forums.unrealengine.com/t/how-to-create-background-ecosystem-like-nightmare-for-environmental-story-telling/1765036 "2024-03-21T13:21:45Z")

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I want to create an ecosystem similar to Little Nightmares where the main character walks along a path while background characters engage in activities. As a beginner in Unreal Engine 5, I’m curious whether the character…

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## [AI stops doing a specific attack after doing it once](https://forums.unrealengine.com/t/ai-stops-doing-a-specific-attack-after-doing-it-once/1753808)

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**Author:** [@magnificuhnt](https://forums.unrealengine.com/u/magnificuhnt)\
**Replies:** 1\
**Last updated:** [March 21, 2024, 10:29am UTC](https://forums.unrealengine.com/t/ai-stops-doing-a-specific-attack-after-doing-it-once/1753808 "2024-03-21T10:29:19Z")

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Hello. I have a couple of attacks I’m using called Stumble Attack and Standing Attack. If the AI reaches the player and the player is moving, it will stumble, and if the player is not moving, it will do the standing atta…

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## [MoveTo task: How to move to player's location at any given location they are at](https://forums.unrealengine.com/t/moveto-task-how-to-move-to-players-location-at-any-given-location-they-are-at/317147)

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**Author:** [@MajinKen\_1](https://forums.unrealengine.com/u/MajinKen_1)\
**Replies:** 10\
**Last updated:** [March 21, 2024, 8:31am UTC](https://forums.unrealengine.com/t/moveto-task-how-to-move-to-players-location-at-any-given-location-they-are-at/317147 "2024-03-21T08:31:55Z")

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From what I’m noticing in my behavior tree, the moveTo task moves to a vector location given to it; it either makes it to its destination or terminates from stopMovement node. However, an issue has come up that I’m tryin…

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## [I want to learn more about the ai behavior tree and I have a couple questions](https://forums.unrealengine.com/t/i-want-to-learn-more-about-the-ai-behavior-tree-and-i-have-a-couple-questions/1763803)

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**Author:** [@TinaBeana.1](https://forums.unrealengine.com/u/TinaBeana.1)\
**Replies:** 0\
**Last updated:** [March 20, 2024, 6:44pm UTC](https://forums.unrealengine.com/t/i-want-to-learn-more-about-the-ai-behavior-tree-and-i-have-a-couple-questions/1763803 "2024-03-20T18:44:16Z")

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I am fairly new to the AI stuff in unreal engine. I am currently trying to make a game that involves the behavior tree but I don’t know where to start. I want the ai to have a walking pattern and once the ai see’s the pl…

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## [Can a Navmesh Modifier other than "NavArea\_Null" be dynamically updated at runtime?](https://forums.unrealengine.com/t/can-a-navmesh-modifier-other-than-navarea-null-be-dynamically-updated-at-runtime/617151)

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**Author:** [@Fraps2020](https://forums.unrealengine.com/u/Fraps2020)\
**Replies:** 1\
**Last updated:** [March 20, 2024, 6:24pm UTC](https://forums.unrealengine.com/t/can-a-navmesh-modifier-other-than-navarea-null-be-dynamically-updated-at-runtime/617151 "2024-03-20T18:24:57Z")

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Hallo everybody, a couple of navmesh related questions here. I’m working on a project whose Navigation Mesh is set to “Dynamic Modifiers Only” when it comes to Runtime Generation. The behaviour I expose below, however,…

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## [How to get a zig zag movement between two points?](https://forums.unrealengine.com/t/how-to-get-a-zig-zag-movement-between-two-points/635487)

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**Author:** [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Replies:** 8\
**Last updated:** [March 20, 2024, 5:16pm UTC](https://forums.unrealengine.com/t/how-to-get-a-zig-zag-movement-between-two-points/635487 "2024-03-20T17:16:50Z")

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Sometimes I don’t want my AI to walk straight because it’s too easy to kill. I think it might be better if it take a zig zag way. Something like that: I am trying to do it as shown in the following image but it is …

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