# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=5

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

**Page:** 6

---

## [AI not walking around obstacle](https://forums.unrealengine.com/t/ai-not-walking-around-obstacle/469566)

<div class="topic-metadata">

**Author:** [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Replies:** 7\
**Last updated:** [October 22, 2025, 4:06am UTC](https://forums.unrealengine.com/t/ai-not-walking-around-obstacle/469566 "2025-10-22T04:06:36Z")

</div>

I’m currently trying to make my AI follow my player. However, when there are obstacles in between, instead of avoiding them, it keeps running in the same direction. I have made sure the navmesh in the region is no longer…

---

## [Behavior Tree is ignored depending on if spawned in or not](https://forums.unrealengine.com/t/behavior-tree-is-ignored-depending-on-if-spawned-in-or-not/2666748)

<div class="topic-metadata">

**Author:** [@MFullstop](https://forums.unrealengine.com/u/MFullstop)\
**Replies:** 2\
**Last updated:** [October 21, 2025, 8:36pm UTC](https://forums.unrealengine.com/t/behavior-tree-is-ignored-depending-on-if-spawned-in-or-not/2666748 "2025-10-21T20:36:29Z")

</div>

I have AI-Controlled pawns whose controllers are an inherited blueprint from another controller (both of which were done by me, not using starter content here tbc). When placed in world, they correctly follow their behav…

---

## [How We Created Realistic Duck Flight for BULT Hunting Simulator (And Why It All Started With Walking Around a Table) ](https://forums.unrealengine.com/t/how-we-created-realistic-duck-flight-for-bult-hunting-simulator-and-why-it-all-started-with-walking-around-a-table/2666245)

<div class="topic-metadata">

**Author:** [@YKT\_Games](https://forums.unrealengine.com/u/YKT_Games)\
**Replies:** 0\
**Last updated:** [October 17, 2025, 2:52pm UTC](https://forums.unrealengine.com/t/how-we-created-realistic-duck-flight-for-bult-hunting-simulator-and-why-it-all-started-with-walking-around-a-table/2666245 "2025-10-17T14:52:00Z")

</div>

Hey everyone! We’re the development team behind BULT - a realistic waterfowl hunting simulator. This is a game where everything is crafted by hunters with real-life experience, from the sounds and behavior of ducks to bu…

---

## [How to output two Runtime Virtual Textures from a landscape](https://forums.unrealengine.com/t/how-to-output-two-runtime-virtual-textures-from-a-landscape/2665041)

<div class="topic-metadata">

**Author:** [@1237162](https://forums.unrealengine.com/u/1237162)\
**Replies:** 0\
**Last updated:** [October 14, 2025, 2:35am UTC](https://forums.unrealengine.com/t/how-to-output-two-runtime-virtual-textures-from-a-landscape/2665041 "2025-10-14T02:35:14Z")

</div>

I’m using RVT to optimize my landscape, but at the moment Unreal materials can only output a single RVT, and the material parameters included are only baseColor, normal, roughness, and specular — that’s too few. Is there…

---

## [Tutorial for RTS like age of empires/warcraft 3 etc?](https://forums.unrealengine.com/t/tutorial-for-rts-like-age-of-empires-warcraft-3-etc/1683052)

<div class="topic-metadata">

**Author:** [@wiking333](https://forums.unrealengine.com/u/wiking333)\
**Replies:** 6\
**Last updated:** [October 13, 2025, 4:23am UTC](https://forums.unrealengine.com/t/tutorial-for-rts-like-age-of-empires-warcraft-3-etc/1683052 "2025-10-13T04:23:05Z")

</div>

Hello Im new to unreal and Im currently building my first RTS in a style of AOE and W3 etc and I have this problem where I cannot find any tutorials for that style of game. The closest I found is for RTS like tropico fr…

---

## [State enter condition don't receive event](https://forums.unrealengine.com/t/state-enter-condition-dont-receive-event/2606848)

<div class="topic-metadata">

**Author:** [@awarewoff](https://forums.unrealengine.com/u/awarewoff)\
**Replies:** 3\
**Last updated:** [November 14, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/state-enter-condition-dont-receive-event/2606848 "2025-11-14T22:12:24Z")

</div>

Hello, I have an issue with transitioning between states with event condition. I have this transition and it works fine. But if I add “Required Event to Enter” it stops working. Event is not consumed on transiti…

---

## [Navigation for a ghost character that can pass through walls and floors](https://forums.unrealengine.com/t/navigation-for-a-ghost-character-that-can-pass-through-walls-and-floors/1706550)

<div class="topic-metadata">

**Author:** [@sgtfallus](https://forums.unrealengine.com/u/sgtfallus)\
**Replies:** 2\
**Last updated:** [October 12, 2025, 2:00am UTC](https://forums.unrealengine.com/t/navigation-for-a-ghost-character-that-can-pass-through-walls-and-floors/1706550 "2025-10-12T02:00:17Z")

</div>

Hi, I’m making an horror game that has zombies and ghosts. I already made the AI for the zombie using the navmesh system but I want the ghost to use a “different” navmesh. Basicaly I want the ghost to be able to pass th…

---

## [AIPerception doesn't recognize specific blueprint? ](https://forums.unrealengine.com/t/aiperception-doesnt-recognize-specific-blueprint/2663098)

<div class="topic-metadata">

**Author:** [@MFullstop](https://forums.unrealengine.com/u/MFullstop)\
**Replies:** 1\
**Last updated:** [October 10, 2025, 11:33pm UTC](https://forums.unrealengine.com/t/aiperception-doesnt-recognize-specific-blueprint/2663098 "2025-10-10T23:33:33Z")

</div>

For the past several days, I’ve been trying to get an AI-controlled pawn (Unit\_Base) to detect and respond to an actor blueprint class (BP\_Throne). In short, it just won’t. And before anyone pitches this, here’s the col…

---

## [Handling of Smart Objects and their Claim Handles](https://forums.unrealengine.com/t/handling-of-smart-objects-and-their-claim-handles/2664146)

<div class="topic-metadata">

**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 1\
**Last updated:** [October 10, 2025, 4:05pm UTC](https://forums.unrealengine.com/t/handling-of-smart-objects-and-their-claim-handles/2664146 "2025-10-10T16:05:38Z")

</div>

Hi! Currently experimenting with Smart Objects and State trees. It’s a bit confusing on how things work in the background, if you are just using Blueprints, and don’t have access or can’t read code that runs in behind t…

---

## [StateTree Observer Abort?](https://forums.unrealengine.com/t/statetree-observer-abort/2624428)

<div class="topic-metadata">

**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 1\
**Last updated:** [October 10, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/statetree-observer-abort/2624428 "2025-10-10T14:34:32Z")

</div>

I have a Behavior Tree set up for my AI, which I’m rewriting as a StateTree so I can learn it and see what I like better. In a Behavior Tree, you have the Observer Abort option to abort other parts of the tree when a con…

---

## [Team Perception Affiliation Unreal Engine 5](https://forums.unrealengine.com/t/team-perception-affiliation-unreal-engine-5/554257)

<div class="topic-metadata">

**Author:** [@Breaker\_North](https://forums.unrealengine.com/u/Breaker_North)\
**Replies:** 3\
**Last updated:** [October 10, 2025, 4:08am UTC](https://forums.unrealengine.com/t/team-perception-affiliation-unreal-engine-5/554257 "2025-10-10T04:08:24Z")

</div>

Can anybody help me set this up? Any of the C++ documentation to help with it is at least 5 years old and never works. I need to be able to set GenericTeamID on my AI running around. If they not on same team return hosti…

---

## [How can I make AI have less impact on performance?](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905)

<div class="topic-metadata">

**Author:** [@GamesByHyper\_Eric](https://forums.unrealengine.com/u/GamesByHyper_Eric)\
**Replies:** 23\
**Last updated:** [October 8, 2025, 2:31pm UTC](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905 "2025-10-08T14:31:17Z")

</div>

What does your behavior tree look like or is it the one in the tutorial?

---

## [UE-243852 I'm facing the same issue in 5.5 with a full Dynamic Navmesh even after importing the "Fix" to this CL](https://forums.unrealengine.com/t/ue-243852-im-facing-the-same-issue-in-5-5-with-a-full-dynamic-navmesh-even-after-importing-the-fix-to-this-cl/2663105)

<div class="topic-metadata">

**Author:** [@Glytz](https://forums.unrealengine.com/u/Glytz)\
**Replies:** 0\
**Last updated:** [October 7, 2025, 7:11pm UTC](https://forums.unrealengine.com/t/ue-243852-im-facing-the-same-issue-in-5-5-with-a-full-dynamic-navmesh-even-after-importing-the-fix-to-this-cl/2663105 "2025-10-07T19:11:00Z")

</div>

Hello as the title said, we are currently facing the same issue as described by this bug UE-243852 where some layers will not load properly, but we are using a fully dynamic navmesh inside our world. Was the bug tested …

---

## [Attach Pawn Sensing to Head?](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978)

<div class="topic-metadata">

**Author:** [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Replies:** 8\
**Last updated:** [October 6, 2025, 1:47pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978 "2025-10-06T13:47:04Z")

</div>

Hello, I’ve been trying to figure out a way so that the pawn sensing is attach to the head socket or the movement of the head. I have a raptor, that occasionally turns its head around, but the pawn sensing remains lookin…

---

## [Blackboard "Move to" AI command randomly freezing mid move?](https://forums.unrealengine.com/t/blackboard-move-to-ai-command-randomly-freezing-mid-move/2662497)

<div class="topic-metadata">

**Author:** [@UselessMiwa](https://forums.unrealengine.com/u/UselessMiwa)\
**Replies:** 1\
**Last updated:** [October 5, 2025, 7:53pm UTC](https://forums.unrealengine.com/t/blackboard-move-to-ai-command-randomly-freezing-mid-move/2662497 "2025-10-05T19:53:27Z")

</div>

I’m encountering a bug with the AI “Move to” command in the blackboard editor. Basically it tracks the player just fine and the task never flickers/changes off of the MoveTo command. The issue is that the character will …

---

## [Behavior Tree Subtrees always fail](https://forums.unrealengine.com/t/behavior-tree-subtrees-always-fail/384334)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_da7553e4](https://forums.unrealengine.com/u/anonymous_user_da7553e4)\
**Replies:** 5\
**Last updated:** [October 1, 2025, 3:17pm UTC](https://forums.unrealengine.com/t/behavior-tree-subtrees-always-fail/384334 "2025-10-01T15:17:16Z")

</div>

When using the ‘Run Behavior’ or ‘Run Dynamic Behavior’ in the behavior tree system, I find that these nodes continually fail without ever entering them. It’s completely mystifying. It doesn’t matter which I use, the tre…

---

## [Using a Child Blueprint Class for enemy AI from Player Blueprint Class](https://forums.unrealengine.com/t/using-a-child-blueprint-class-for-enemy-ai-from-player-blueprint-class/2277258)

<div class="topic-metadata">

**Author:** [@badboys0608](https://forums.unrealengine.com/u/badboys0608)\
**Replies:** 1\
**Last updated:** [September 26, 2025, 9:01am UTC](https://forums.unrealengine.com/t/using-a-child-blueprint-class-for-enemy-ai-from-player-blueprint-class/2277258 "2025-09-26T09:01:33Z")

</div>

Hi, I’m working on a third person horror shooter and planning out the AI now, the player character is ready but i don’t want to code all the similar actions that the player shares. Instead, i was wondering if I can creat…

---

## [AIMoveTo Failing ](https://forums.unrealengine.com/t/aimoveto-failing/2658534)

<div class="topic-metadata">

**Author:** [@Crows\_Keep](https://forums.unrealengine.com/u/Crows_Keep)\
**Replies:** 17\
**Last updated:** [September 22, 2025, 11:59pm UTC](https://forums.unrealengine.com/t/aimoveto-failing/2658534 "2025-09-22T23:59:54Z")

</div>

I have a character that is meant to act as a simple platformer character. On begin play I have this character using the AI MoveTo to move between two vectors that I have exposed as editable widgets within the level. The …

---

## [AI freak out with 2 modules, but not 1](https://forums.unrealengine.com/t/ai-freak-out-with-2-modules-but-not-1/2658763)

<div class="topic-metadata">

**Author:** [@Elryk1](https://forums.unrealengine.com/u/Elryk1)\
**Replies:** 0\
**Last updated:** [September 21, 2025, 5:51pm UTC](https://forums.unrealengine.com/t/ai-freak-out-with-2-modules-but-not-1/2658763 "2025-09-21T17:51:13Z")

</div>

See the video below. When I place 2 hab modules (the square ones), the AI stops working correctly and they think their paths are blocked most of the time. If I take one away, they begin to act normally. When I put it bac…

---

## [Using AI perception sight to target head in UE5.3](https://forums.unrealengine.com/t/using-ai-perception-sight-to-target-head-in-ue5-3/1685932)

<div class="topic-metadata">

**Author:** [@Slavian2003](https://forums.unrealengine.com/u/Slavian2003)\
**Replies:** 8\
**Last updated:** [September 20, 2025, 1:48pm UTC](https://forums.unrealengine.com/t/using-ai-perception-sight-to-target-head-in-ue5-3/1685932 "2025-09-20T13:48:09Z")

</div>

Hello. I’m making third person game and have a problem with AI Perception in UE5.3. AI Perception Sight targets the center of the body of my character and I need it to use head of my character as the target. So, I made …

---

## [AI Move to seems to snap to Nav Mesh Polygon intersections](https://forums.unrealengine.com/t/ai-move-to-seems-to-snap-to-nav-mesh-polygon-intersections/2658088)

<div class="topic-metadata">

**Author:** [@Tekmoney1](https://forums.unrealengine.com/u/Tekmoney1)\
**Replies:** 1\
**Last updated:** [September 19, 2025, 2:44am UTC](https://forums.unrealengine.com/t/ai-move-to-seems-to-snap-to-nav-mesh-polygon-intersections/2658088 "2025-09-19T02:44:29Z")

</div>

I’m making a game that’s kind of like Baldur’s gate meets rouge-lite. I’m using the “AI Move to” Node to move the currently selected character to the selected point on the world. I’m also using the “Find Path to Locatio…

---

## [AI Perception. Hearing max age ignores Sight max age?](https://forums.unrealengine.com/t/ai-perception-hearing-max-age-ignores-sight-max-age/1407043)

<div class="topic-metadata">

**Author:** [@Vaidual](https://forums.unrealengine.com/u/Vaidual)\
**Replies:** 4\
**Last updated:** [September 17, 2025, 4:33am UTC](https://forums.unrealengine.com/t/ai-perception-hearing-max-age-ignores-sight-max-age/1407043 "2025-09-17T04:33:40Z")

</div>

Hi there. I have been using AIPerception component in blueprints and noticed a strange behaviour. If I set the max age of the hearing sense lower than the max age of the sight sense, the expiration of the first one trigg…

---

## [AI Perception Not Working](https://forums.unrealengine.com/t/ai-perception-not-working/2657281)

<div class="topic-metadata">

**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 2\
**Last updated:** [September 16, 2025, 7:51pm UTC](https://forums.unrealengine.com/t/ai-perception-not-working/2657281 "2025-09-16T19:51:40Z")

</div>

I’m trying to build a turret that tracks the player. I’ve tried a number of things and it still isn’t sensing my player. My player’s collision settings are: Generate overlap events and block events Collision enab…

---

## [AI NPCs wont use ramps](https://forums.unrealengine.com/t/ai-npcs-wont-use-ramps/2656960)

<div class="topic-metadata">

**Author:** [@Elryk1](https://forums.unrealengine.com/u/Elryk1)\
**Replies:** 3\
**Last updated:** [September 16, 2025, 12:42am UTC](https://forums.unrealengine.com/t/ai-npcs-wont-use-ramps/2656960 "2025-09-16T00:42:56Z")

</div>

I cannot get my AI NPCs to use ramps to change levels. They stay on the level they are started on. If they manage to end up in the ramp (by falling into it), they stay on the ramp and just go up and down it. I figure, w…

---

## [State trees and Data Layers](https://forums.unrealengine.com/t/state-trees-and-data-layers/2656436)

<div class="topic-metadata">

**Author:** [@Nitrox32](https://forums.unrealengine.com/u/Nitrox32)\
**Replies:** 12\
**Last updated:** [September 15, 2025, 1:10am UTC](https://forums.unrealengine.com/t/state-trees-and-data-layers/2656436 "2025-09-15T01:10:18Z")

</div>

I’m just starting to learn how to use State Trees. I have an enemy set up to simply wander. The problem is when I use them with Data Layers. On the first layer the enemies are initially activated and behaving normally…

---

## [How to get AI pawns to drop off ledges but NOT jump up? - like Green Koopas](https://forums.unrealengine.com/t/how-to-get-ai-pawns-to-drop-off-ledges-but-not-jump-up-like-green-koopas/2656572)

<div class="topic-metadata">

**Author:** [@Aethrian](https://forums.unrealengine.com/u/Aethrian)\
**Replies:** 0\
**Last updated:** [September 14, 2025, 1:57pm UTC](https://forums.unrealengine.com/t/how-to-get-ai-pawns-to-drop-off-ledges-but-not-jump-up-like-green-koopas/2656572 "2025-09-14T13:57:00Z")

</div>

Morning all, I am implementing ai enemies, and I have a crab type enemy that should be able to navigate the world. The nav mesh is working great except one problem. The enemy by default goes the long way around cliff ed…

---

## [Some AIs moving, some stand still](https://forums.unrealengine.com/t/some-ais-moving-some-stand-still/2656372)

<div class="topic-metadata">

**Author:** [@Teriologia](https://forums.unrealengine.com/u/Teriologia)\
**Replies:** 1\
**Last updated:** [September 13, 2025, 4:41pm UTC](https://forums.unrealengine.com/t/some-ais-moving-some-stand-still/2656372 "2025-09-13T16:41:56Z")

</div>

Hi I’m trying to make a simple AI that moves to player but there is an issue when I placed my bp\_BaseEnemyCharacter many times some of them not moving. I also noticed that when I tried adding just one character, it didn’…

---

## [How does one rank Smart Object slots based on priority?](https://forums.unrealengine.com/t/how-does-one-rank-smart-object-slots-based-on-priority/2656124)

<div class="topic-metadata">

**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 6:12pm UTC](https://forums.unrealengine.com/t/how-does-one-rank-smart-object-slots-based-on-priority/2656124 "2025-09-12T18:12:22Z")

</div>

Greetings, As the title says I’m looking for a way to prioritize slots in a Smart Object. Meaning that some slots are of more importance than others, and I want the find smart object function to give an ordered list bas…

---

## [How do I check when NPC has reached the end of a spline?](https://forums.unrealengine.com/t/how-do-i-check-when-npc-has-reached-the-end-of-a-spline/2654584)

<div class="topic-metadata">

**Author:** [@Mutumbo1011](https://forums.unrealengine.com/u/Mutumbo1011)\
**Replies:** 1\
**Last updated:** [September 8, 2025, 10:33am UTC](https://forums.unrealengine.com/t/how-do-i-check-when-npc-has-reached-the-end-of-a-spline/2654584 "2025-09-08T10:33:05Z")

</div>

How would I approach checking for when an object has reached the end of a spline? When I have my NPC’s using splines for smoother movement. The problem I am having is figuring out how to check when the NPC arrives at the…

---

## [\[Solved\] AI Navigation Not Working on Packaged Games or When Starting from a Different Level](https://forums.unrealengine.com/t/solved-ai-navigation-not-working-on-packaged-games-or-when-starting-from-a-different-level/1786392)

<div class="topic-metadata">

**Author:** [@hridiv](https://forums.unrealengine.com/u/hridiv)\
**Replies:** 5\
**Last updated:** [September 5, 2025, 11:26pm UTC](https://forums.unrealengine.com/t/solved-ai-navigation-not-working-on-packaged-games-or-when-starting-from-a-different-level/1786392 "2025-09-05T23:26:37Z")

</div>

After scanning the entire internet and still failing, I finally figured out a way to fix this. And now that I think about it, the solution seemed sort of obvious. Hopefully, this post will save another poor soul like me. …

[Previous page](https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=4)

[Next page](https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=6)
