# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=4

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**Page:** 5

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## [Decorator not observing change to blackboard key. UE 5.3](https://forums.unrealengine.com/t/decorator-not-observing-change-to-blackboard-key-ue-5-3/2685288)

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**Author:** [@yosheDev](https://forums.unrealengine.com/u/yosheDev)\
**Replies:** 2\
**Last updated:** [December 17, 2025, 11:52am UTC](https://forums.unrealengine.com/t/decorator-not-observing-change-to-blackboard-key-ue-5-3/2685288 "2025-12-17T11:52:42Z")

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Hey all, I’ve encountered an issue with Behavior Trees that unless I am misunderstanding something may potentially be a bug. I have an AI that moves towards the player while a service runs and checks if the distance betw…

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## [Build paths does not generate nav mesh for the packaged project ](https://forums.unrealengine.com/t/build-paths-does-not-generate-nav-mesh-for-the-packaged-project/2685549)

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**Author:** [@Dr.Clock1](https://forums.unrealengine.com/u/Dr.Clock1)\
**Replies:** 1\
**Last updated:** [December 17, 2025, 11:17am UTC](https://forums.unrealengine.com/t/build-paths-does-not-generate-nav-mesh-for-the-packaged-project/2685549 "2025-12-17T11:17:33Z")

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Basically what is said on the tin We have a project where the default level only generates the nav mesh after we load another level and then come back to it. And, more importantly, only some of our levels have a nav mes…

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## [Training LLM on Unreal Docs](https://forums.unrealengine.com/t/training-llm-on-unreal-docs/2685295)

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**Author:** [@Buckley603](https://forums.unrealengine.com/u/Buckley603)\
**Replies:** 0\
**Last updated:** [December 15, 2025, 7:59pm UTC](https://forums.unrealengine.com/t/training-llm-on-unreal-docs/2685295 "2025-12-15T19:59:39Z")

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Can I train a LLM on Unreal Engine Documentation. It is okay to scrape the site to do this? Are the docs provided somewhere that I can search them more easily? Is the LLM the in Editor “Assistant” and API and can I ju…

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## [Why do units with pawn sensing stop hearing when units with AI perception and units with pawn sensing are together?](https://forums.unrealengine.com/t/why-do-units-with-pawn-sensing-stop-hearing-when-units-with-ai-perception-and-units-with-pawn-sensing-are-together/2684901)

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**Author:** [@spacewizard](https://forums.unrealengine.com/u/spacewizard)\
**Replies:** 1\
**Last updated:** [December 14, 2025, 9:41am UTC](https://forums.unrealengine.com/t/why-do-units-with-pawn-sensing-stop-hearing-when-units-with-ai-perception-and-units-with-pawn-sensing-are-together/2684901 "2025-12-14T09:41:23Z")

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The solution is simple, yes, “make everyone have AI Perception,” but then why does a component like Pawn Sensing still exist?

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## [State Tree state selection goes to root instead of next sibling](https://forums.unrealengine.com/t/state-tree-state-selection-goes-to-root-instead-of-next-sibling/2681775)

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**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 0\
**Last updated:** [December 3, 2025, 6:48pm UTC](https://forums.unrealengine.com/t/state-tree-state-selection-goes-to-root-instead-of-next-sibling/2681775 "2025-12-03T18:48:44Z")

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Greetings, I’m having an issue where the state tree on failing to pass the enter conditions of a state, instead of selecting the next sibling to evaluate, it goes back to root. The documentation states: Which is no…

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## [When I use NavModifierVolumes on the map, there is a drop in FPS ](https://forums.unrealengine.com/t/when-i-use-navmodifiervolumes-on-the-map-there-is-a-drop-in-fps/2681718)

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**Author:** [@lom](https://forums.unrealengine.com/u/lom)\
**Replies:** 0\
**Last updated:** [December 3, 2025, 3:43pm UTC](https://forums.unrealengine.com/t/when-i-use-navmodifiervolumes-on-the-map-there-is-a-drop-in-fps/2681718 "2025-12-03T15:43:56Z")

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I can’t figure out why the FPS drops when I add NavModifierVolumes to the map, but when I remove NavModifierVolumes, everything works fine.

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## [Getting AI to interrupt/abort Behavior Tree MoveTo Task](https://forums.unrealengine.com/t/getting-ai-to-interrupt-abort-behavior-tree-moveto-task/306919)

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**Author:** [@MajinKen\_1](https://forums.unrealengine.com/u/MajinKen_1)\
**Replies:** 27\
**Last updated:** [December 2, 2025, 4:10pm UTC](https://forums.unrealengine.com/t/getting-ai-to-interrupt-abort-behavior-tree-moveto-task/306919 "2025-12-02T16:10:32Z")

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I’ve tried making sense of this with other similar topics with no luck. How would I get an AI character to abort its current MoveTo Task? The goal is to differentiate between moving away from the player character or mov…

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## [Pathfinding on a moving object / Local space pathfinding](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618)

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**Author:** [@Siretu](https://forums.unrealengine.com/u/Siretu)\
**Replies:** 14\
**Last updated:** [November 30, 2025, 8:34pm UTC](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618 "2025-11-30T20:34:55Z")

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So I’m looking to implement pathfinding on a moving object. Imagine a train or a ship or something like that. I implemented this in unity by transforming back and forth between local and world space when looking up where…

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## [Pathfinding in moving ship/NavMesh](https://forums.unrealengine.com/t/pathfinding-in-moving-ship-navmesh/668475)

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**Author:** [@Ballzaq69](https://forums.unrealengine.com/u/Ballzaq69)\
**Replies:** 8\
**Last updated:** [November 30, 2025, 4:52pm UTC](https://forums.unrealengine.com/t/pathfinding-in-moving-ship-navmesh/668475 "2025-11-30T16:52:01Z")

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How to have AI pawns navigate a moving ship, vehicle, platform, whatever, i.e. where the NavMesh would continuously change? This has been asked many times before, as far back as 2014, none with proper solution: AI mov…

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## [How to use C++ api documentation?](https://forums.unrealengine.com/t/how-to-use-c-api-documentation/2679748)

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**Author:** [@f1a7bfa06a294ba6a5ed856fefeeac3e](https://forums.unrealengine.com/u/f1a7bfa06a294ba6a5ed856fefeeac3e)\
**Replies:** 0\
**Last updated:** [November 28, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/how-to-use-c-api-documentation/2679748 "2025-11-28T15:38:14Z")

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I try to find some specific function through searching, like add input mapping etc. All that appeared is Blueprint api even I add a “C++” after my question, the only way for me to find some function I need is to ask AI, …

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## [Bug: SetFocalPoint doesn't update controller pitch rotation](https://forums.unrealengine.com/t/bug-setfocalpoint-doesnt-update-controller-pitch-rotation/362321)

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**Author:** [@Xukapy](https://forums.unrealengine.com/u/Xukapy)\
**Replies:** 34\
**Last updated:** [November 27, 2025, 7:35pm UTC](https://forums.unrealengine.com/t/bug-setfocalpoint-doesnt-update-controller-pitch-rotation/362321 "2025-11-27T19:35:38Z")

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\*\*Hello, I found two ways to make AI look at me: SetFocus and SetFocalPoint \*\* I use SetFocus once on Begin Play and it works fine AI focusing on Pivot Point of my Character and update Yaw and Pitch control rotation…

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## [Nav Mesh Bounds Volume is Blocking the Line Trace](https://forums.unrealengine.com/t/nav-mesh-bounds-volume-is-blocking-the-line-trace/2678788)

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**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 1\
**Last updated:** [November 26, 2025, 4:07am UTC](https://forums.unrealengine.com/t/nav-mesh-bounds-volume-is-blocking-the-line-trace/2678788 "2025-11-26T04:07:48Z")

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I’m working on an outside level. When I fire my weapon, the line trace is being blocked by the nav mesh bounds and causing the trace to go in random directions. Firing at walls or solid objects isn’t a problem. But wh…

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## [Ayuda necesito que me devuelman los pavos y los atuendos  ](https://forums.unrealengine.com/t/ayuda-necesito-que-me-devuelman-los-pavos-y-los-atuendos/2677913)

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**Author:** [@Botsito1337](https://forums.unrealengine.com/u/Botsito1337)\
**Replies:** 1\
**Last updated:** [November 24, 2025, 1:12pm UTC](https://forums.unrealengine.com/t/ayuda-necesito-que-me-devuelman-los-pavos-y-los-atuendos/2677913 "2025-11-24T13:12:24Z")

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A nadie la pasado que desaparecen los pavos y los atuendos de fortnite

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## [State Tree : How to Change Task Icon (in blueprint/c++)](https://forums.unrealengine.com/t/state-tree-how-to-change-task-icon-in-blueprint-c/2557877)

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**Author:** [@Zero\_Xion](https://forums.unrealengine.com/u/Zero_Xion)\
**Replies:** 2\
**Last updated:** [November 24, 2025, 1:16am UTC](https://forums.unrealengine.com/t/state-tree-how-to-change-task-icon-in-blueprint-c/2557877 "2025-11-24T01:16:38Z")

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i want to change these icon as far as i know i can change it at class default → icon name but i still don’t know list of StyleSetName and StyleName that editor have

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## [how to get edit variable from a blackboard from another blueprint](https://forums.unrealengine.com/t/how-to-get-edit-variable-from-a-blackboard-from-another-blueprint/2676573)

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**Author:** [@Muttly\_Martin](https://forums.unrealengine.com/u/Muttly_Martin)\
**Replies:** 1\
**Last updated:** [November 19, 2025, 4:49pm UTC](https://forums.unrealengine.com/t/how-to-get-edit-variable-from-a-blackboard-from-another-blueprint/2676573 "2025-11-19T16:49:13Z")

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Hi so I’ve been developing this State Tree system for dialog in a project and I’ve made so it so when the player goes and interacts with a object in the world it’ll authorize them and change the dialog responses from the…

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## [What is Blackboard good for?](https://forums.unrealengine.com/t/what-is-blackboard-good-for/2676398)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 9\
**Last updated:** [November 19, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/what-is-blackboard-good-for/2676398 "2025-11-19T14:34:55Z")

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It’s a pain to have to use the Blackboard when I want to reference values ​​from a Pawn or Controller in a Behavior Tree. Since the Controller, Pawn, and Behavior Tree are one-to-one relationships, it would be convenien…

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## [Problem: Sight Perception always true ](https://forums.unrealengine.com/t/problem-sight-perception-always-true/2675098)

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**Author:** [@k0pach](https://forums.unrealengine.com/u/k0pach)\
**Replies:** 1\
**Last updated:** [November 18, 2025, 8:05am UTC](https://forums.unrealengine.com/t/problem-sight-perception-always-true/2675098 "2025-11-18T08:05:07Z")

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I’m currently working on a project in C++ that involves StateTree and AI Perception. My goal is to create an NPC character that will run towards the enemy when it sees or hears them, and this is done using delegates, not…

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## [Behavior tree branch isn't aborting for... seemingly no reason?](https://forums.unrealengine.com/t/behavior-tree-branch-isnt-aborting-for-seemingly-no-reason/2675447)

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**Author:** [@MFullstop](https://forums.unrealengine.com/u/MFullstop)\
**Replies:** 0\
**Last updated:** [November 15, 2025, 9:37pm UTC](https://forums.unrealengine.com/t/behavior-tree-branch-isnt-aborting-for-seemingly-no-reason/2675447 "2025-11-15T21:37:52Z")

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The Attack branch is essentially the typical “detected enemy” branch in basic enemy behavior trees. Amble is for when there’s nothing of higher priority to do. As you can read in the image, the Attack branch should go…

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## [SetFocus ignoring Z axis when target is a TargetPoint ](https://forums.unrealengine.com/t/setfocus-ignoring-z-axis-when-target-is-a-targetpoint/2673220)

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**Author:** [@WEASELS](https://forums.unrealengine.com/u/WEASELS)\
**Replies:** 2\
**Last updated:** [November 15, 2025, 1:20pm UTC](https://forums.unrealengine.com/t/setfocus-ignoring-z-axis-when-target-is-a-targetpoint/2673220 "2025-11-15T13:20:26Z")

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Hey, I’m trying to make my enemies look and shoot at my character’s head using SetFocus. Previously I just did SetFocus with the player character as the target, but that makes the enemies look at the center of the chara…

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## [Failed load model to Learning-Agents](https://forums.unrealengine.com/t/failed-load-model-to-learning-agents/2669619)

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**Author:** [@RERocowolf](https://forums.unrealengine.com/u/RERocowolf)\
**Replies:** 5\
**Last updated:** [November 14, 2025, 12:24pm UTC](https://forums.unrealengine.com/t/failed-load-model-to-learning-agents/2669619 "2025-11-14T12:24:36Z")

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Hello everyone, I’m trying to replace the internally generated Critic network in UE5’s Learning-Agents plugin with an external ONNX model exported from PyTorch. I’ve made some modifications but am running into a crash a…

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## [My Fortnite skins account got wiped in season 9 season 8 im still confused till this day why it got wiped i play on xbox and i didn’t do a account transfer ? ](https://forums.unrealengine.com/t/my-fortnite-skins-account-got-wiped-in-season-9-season-8-im-still-confused-till-this-day-why-it-got-wiped-i-play-on-xbox-and-i-didn-t-do-a-account-transfer/2673074)

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**Author:** [@Rizzsaps](https://forums.unrealengine.com/u/Rizzsaps)\
**Replies:** 0\
**Last updated:** [November 8, 2025, 10:20pm UTC](https://forums.unrealengine.com/t/my-fortnite-skins-account-got-wiped-in-season-9-season-8-im-still-confused-till-this-day-why-it-got-wiped-i-play-on-xbox-and-i-didn-t-do-a-account-transfer/2673074 "2025-11-08T22:20:06Z")

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I’ve had skins from season 9 under and i’m still confused why it happen i contacted epic but no reply sadly

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## [AI Perception inconsistent behavior.](https://forums.unrealengine.com/t/ai-perception-inconsistent-behavior/2672924)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 2\
**Last updated:** [November 8, 2025, 11:25am UTC](https://forums.unrealengine.com/t/ai-perception-inconsistent-behavior/2672924 "2025-11-08T11:25:20Z")

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I’m confused by unexpected AI Perception behavior. Actors derived from a single class have identical AIPerceptionStimuliSource settings. So, These should detect these classes equally, but in reality it selectively detec…

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## [NavMesh for moving platforms/ships etc.](https://forums.unrealengine.com/t/navmesh-for-moving-platforms-ships-etc/2670864)

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**Author:** [@ADIAN](https://forums.unrealengine.com/u/ADIAN)\
**Replies:** 3\
**Last updated:** [November 2, 2025, 9:30pm UTC](https://forums.unrealengine.com/t/navmesh-for-moving-platforms-ships-etc/2670864 "2025-11-02T21:30:34Z")

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I have flying island with ANavMeshBoundsVolume attached to it and NavigationInvoker on my player character. Project’s runtime generation is Dynamic. On island movement navigation mesh keeps regenerating. I want to avoid…

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## [AI doesn't work after packaging  ](https://forums.unrealengine.com/t/ai-doesnt-work-after-packaging/2670584)

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**Author:** [@FaZzY\_Studio](https://forums.unrealengine.com/u/FaZzY_Studio)\
**Replies:** 14\
**Last updated:** [November 1, 2025, 3:10pm UTC](https://forums.unrealengine.com/t/ai-doesnt-work-after-packaging/2670584 "2025-11-01T15:10:57Z")

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In editor my AI with BT works normal, but in shipping game AI ​​doesn’t do anything and when I approach it AI should hit the player, but then the game crashes with a fatal error

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## [Enemies can't move until manually pushed](https://forums.unrealengine.com/t/enemies-cant-move-until-manually-pushed/2669810)

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**Author:** [@J\_Snapper](https://forums.unrealengine.com/u/J_Snapper)\
**Replies:** 8\
**Last updated:** [October 30, 2025, 3:19pm UTC](https://forums.unrealengine.com/t/enemies-cant-move-until-manually-pushed/2669810 "2025-10-30T15:19:34Z")

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I switched from UE 5.2 to 5.6 — after this, enemies can’t move until the player pushes them with some ability. If I add LaunchCharacter to the enemy blueprint in BeginPlay, they start moving as well. However, it only wor…

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## [AsyncTask value gets invalidated even though the task is still running](https://forums.unrealengine.com/t/asynctask-value-gets-invalidated-even-though-the-task-is-still-running/2669135)

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**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 5\
**Last updated:** [October 29, 2025, 4:07pm UTC](https://forums.unrealengine.com/t/asynctask-value-gets-invalidated-even-though-the-task-is-still-running/2669135 "2025-10-29T16:07:32Z")

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Hi, I’m experimenting with state trees, and in one of my states I want to stop any movement my AI character might be performing. For that I am storing a reference to the async task AITaskMoveTo, obtained from “Move To …

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## [Tasks not working when context actor set to Actor in State Tree](https://forums.unrealengine.com/t/tasks-not-working-when-context-actor-set-to-actor-in-state-tree/2623216)

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**Author:** [@Wori3](https://forums.unrealengine.com/u/Wori3)\
**Replies:** 1\
**Last updated:** [October 28, 2025, 7:27pm UTC](https://forums.unrealengine.com/t/tasks-not-working-when-context-actor-set-to-actor-in-state-tree/2623216 "2025-10-28T19:27:18Z")

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Tasks not working properly when setting the Context Actor Class to Actor in State Tree AI Component Schema. I have a task like this. I can confirm that the message is being sent, but the task does nothing. I used P…

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## [SmartObjectSubsystem -\> Get Slot Transform giving relative instead of world transform](https://forums.unrealengine.com/t/smartobjectsubsystem-get-slot-transform-giving-relative-instead-of-world-transform/2668020)

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**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 2\
**Last updated:** [October 24, 2025, 9:53am UTC](https://forums.unrealengine.com/t/smartobjectsubsystem-get-slot-transform-giving-relative-instead-of-world-transform/2668020 "2025-10-24T09:53:15Z")

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As the title says “GetSlotTransform” is giving relative instead of world transform like the description says in the documentation. The weird thing for me is it is just happening with one of my smart objects. But I didn’…

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## [Why are no agents added to the Manager?](https://forums.unrealengine.com/t/why-are-no-agents-added-to-the-manager/2665507)

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**Author:** [@GabDev2048](https://forums.unrealengine.com/u/GabDev2048)\
**Replies:** 13\
**Last updated:** [October 23, 2025, 9:35am UTC](https://forums.unrealengine.com/t/why-are-no-agents-added-to-the-manager/2665507 "2025-10-23T09:35:33Z")

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Hello, I’m trying to implement concurrent AI car logic using machine learning as part of the development of my racing game. To do this, I relied on this tutorial: Learning Agents (5.5) | Course I coded everything I nee…

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## [AI can't move when spawned](https://forums.unrealengine.com/t/ai-cant-move-when-spawned/455864)

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**Author:** [@anonymous\_user\_19cdb1f4](https://forums.unrealengine.com/u/anonymous_user_19cdb1f4)\
**Replies:** 11\
**Last updated:** [October 22, 2025, 7:52pm UTC](https://forums.unrealengine.com/t/ai-cant-move-when-spawned/455864 "2025-10-22T19:52:02Z")

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I’m working on multiple projects that require that AI be spawned in the world rather than placed manually. Each of these projects have different AI since some aren’t as complex as others, but the problem seems to pop in …

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