# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=6

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

**Page:** 7

---

## [Why AIController.h's PerceptionComponent cannot be edited in blueprint?](https://forums.unrealengine.com/t/why-aicontroller-hs-perceptioncomponent-cannot-be-edited-in-blueprint/2114262)

<div class="topic-metadata">

**Author:** [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Replies:** 1\
**Last updated:** [September 4, 2025, 3:56pm UTC](https://forums.unrealengine.com/t/why-aicontroller-hs-perceptioncomponent-cannot-be-edited-in-blueprint/2114262 "2025-09-04T15:56:12Z")

</div>

If you create a subclass of AIController, you’ll see both Actions Comp and Path Following Component in the list of components, but not the PerceptionComponent. Why? They’re both set as VisibleDefaultsOnly in AIController…

---

## ["Holes" in Nav Mesh](https://forums.unrealengine.com/t/holes-in-nav-mesh/332456)

<div class="topic-metadata">

**Author:** [@Kajemyaka](https://forums.unrealengine.com/u/Kajemyaka)\
**Replies:** 6\
**Last updated:** [September 4, 2025, 2:32pm UTC](https://forums.unrealengine.com/t/holes-in-nav-mesh/332456 "2025-09-04T14:32:20Z")

</div>

Hello guys! So question is: how I can get rid of this “holes” in nav mesh? There were some sprites in those places, and I deleted them, but at these spots nav mesh still can’t be build or something. It looks like it ke…

---

## [AI Perception - can't get hearing to trigger](https://forums.unrealengine.com/t/ai-perception-cant-get-hearing-to-trigger/320426)

<div class="topic-metadata">

**Author:** [@Hennez](https://forums.unrealengine.com/u/Hennez)\
**Replies:** 4\
**Last updated:** [September 2, 2025, 8:53pm UTC](https://forums.unrealengine.com/t/ai-perception-cant-get-hearing-to-trigger/320426 "2025-09-02T20:53:22Z")

</div>

I’m in the middle of swapping over from pawn sensing to AI perception, and I can’t seem to get the hearing to ever trigger OnPerceptionUpdated. I’ve set up the AIPerception settings like so: Screenshot - 5cc9a94e4d464f5…

---

## [Ai Character can move but seems to be stuck no matter what.](https://forums.unrealengine.com/t/ai-character-can-move-but-seems-to-be-stuck-no-matter-what/2651884)

<div class="topic-metadata">

**Author:** [@Beebubb1](https://forums.unrealengine.com/u/Beebubb1)\
**Replies:** 5\
**Last updated:** [September 2, 2025, 5:53pm UTC](https://forums.unrealengine.com/t/ai-character-can-move-but-seems-to-be-stuck-no-matter-what/2651884 "2025-09-02T17:53:12Z")

</div>

This one’s kinda weird for me and also seems to have never been talked about before. But the simple AI thing I made with the help of a tutorial works just fine, but it’s like…stuck in some way. I can tell it’s trying to …

---

## [How to dynamically place nav link proxies?](https://forums.unrealengine.com/t/how-to-dynamically-place-nav-link-proxies/330141)

<div class="topic-metadata">

**Author:** [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Replies:** 8\
**Last updated:** [September 2, 2025, 8:57am UTC](https://forums.unrealengine.com/t/how-to-dynamically-place-nav-link-proxies/330141 "2025-09-02T08:57:48Z")

</div>

I am trying to use nav link proxies and I search for a way to place them without manually placing them in the level. So I want to put the nav link proxy in a blueprint and any time I place the blueprint it’s configured c…

---

## [Prediction Sense Doesn't Work When Character Jumps](https://forums.unrealengine.com/t/prediction-sense-doesnt-work-when-character-jumps/2652667)

<div class="topic-metadata">

**Author:** [@keremtekelek](https://forums.unrealengine.com/u/keremtekelek)\
**Replies:** 1\
**Last updated:** [September 1, 2025, 8:28pm UTC](https://forums.unrealengine.com/t/prediction-sense-doesnt-work-when-character-jumps/2652667 "2025-09-01T20:28:34Z")

</div>

Normally, Prediction sense works quite well, but it stops working whenever the character jumps. The reason is probably that it detects the PredictedLocation at a point that’s quite far below and outside the NavMesh bound…

---

## [AI Decorator simply not working](https://forums.unrealengine.com/t/ai-decorator-simply-not-working/2652864)

<div class="topic-metadata">

**Author:** [@The\_Fig](https://forums.unrealengine.com/u/The_Fig)\
**Replies:** 0\
**Last updated:** [September 1, 2025, 5:38pm UTC](https://forums.unrealengine.com/t/ai-decorator-simply-not-working/2652864 "2025-09-01T17:38:26Z")

</div>

quick question about the Decorator for the behavior tree, i have to be doing something really wrong because this has been giving me a ton of trouble. super simple I’m just seeing if the actor has a gameplay tag and to ru…

---

## [How can I run Learning Agents inference on GPU? Is it possible to switch the NNE runtime provider through Blueprints, or does this require a C++ implementation? ](https://forums.unrealengine.com/t/how-can-i-run-learning-agents-inference-on-gpu-is-it-possible-to-switch-the-nne-runtime-provider-through-blueprints-or-does-this-require-a-c-implementation/2651207)

<div class="topic-metadata">

**Author:** [@ritzdzire](https://forums.unrealengine.com/u/ritzdzire)\
**Replies:** 2\
**Last updated:** [August 31, 2025, 8:28pm UTC](https://forums.unrealengine.com/t/how-can-i-run-learning-agents-inference-on-gpu-is-it-possible-to-switch-the-nne-runtime-provider-through-blueprints-or-does-this-require-a-c-implementation/2651207 "2025-08-31T20:28:43Z")

</div>

How can I run Learning Agents inference on GPU? Is it possible to switch the NNE runtime provider through Blueprints, or does this require a C++ implementation?

---

## [ReportNoiseEvent MaxRange is Multiplying by Loudness Problem   ](https://forums.unrealengine.com/t/reportnoiseevent-maxrange-is-multiplying-by-loudness-problem/2651606)

<div class="topic-metadata">

**Author:** [@keremtekelek](https://forums.unrealengine.com/u/keremtekelek)\
**Replies:** 3\
**Last updated:** [August 30, 2025, 7:03pm UTC](https://forums.unrealengine.com/t/reportnoiseevent-maxrange-is-multiplying-by-loudness-problem/2651606 "2025-08-30T19:03:36Z")

</div>

I’m working on my stealth game and currently implementing a detection meter. Detection meter will work be based on Stimulus.Strength( if anybody has a better approach for detection meters I’m all ears. Because I am new a…

---

## [Hello sliding question AI](https://forums.unrealengine.com/t/hello-sliding-question-ai/2651514)

<div class="topic-metadata">

**Author:** [@notao](https://forums.unrealengine.com/u/notao)\
**Replies:** 1\
**Last updated:** [August 29, 2025, 12:06pm UTC](https://forums.unrealengine.com/t/hello-sliding-question-ai/2651514 "2025-08-29T12:06:23Z")

</div>

Hello, My AI slides when it is chasing the player. While patrolling, it works fine, but when it is about 150 units away from the player, the AI plays the idle animation. I will try to sort it out myself, but I was wonde…

---

## [Mass entity AI crash](https://forums.unrealengine.com/t/mass-entity-ai-crash/2651565)

<div class="topic-metadata">

**Author:** [@ratyio](https://forums.unrealengine.com/u/ratyio)\
**Replies:** 1\
**Last updated:** [August 28, 2025, 1:56pm UTC](https://forums.unrealengine.com/t/mass-entity-ai-crash/2651565 "2025-08-28T13:56:06Z")

</div>

Hi! For an unknow reason, UE5.6 crashes with data assets Here is the mass component in the bp AI : When i launch my level all work until mass AI tries to spawn. Crash in editor, freeze in shipping game. I alrea…

---

## [\[AI\] \[Behavior Tree\] BT task get skipped after Stop&Restart Logic ](https://forums.unrealengine.com/t/ai-behavior-tree-bt-task-get-skipped-after-stop-restart-logic/2650206)

<div class="topic-metadata">

**Author:** [@deadly5cats](https://forums.unrealengine.com/u/deadly5cats)\
**Replies:** 0\
**Last updated:** [August 23, 2025, 4:11am UTC](https://forums.unrealengine.com/t/ai-behavior-tree-bt-task-get-skipped-after-stop-restart-logic/2650206 "2025-08-23T04:11:47Z")

</div>

Setup: Two NPCs: A and B. Behavior Tree branch (for both NPCs): Sequence with a top decorator: Blackboard condition, Notify On Result Change, Observer Aborts = Lower Priority. All other decorator in this branch …

---

## [Nav Mesh Generating on Wall X axis instead of Y Axis](https://forums.unrealengine.com/t/nav-mesh-generating-on-wall-x-axis-instead-of-y-axis/2617633)

<div class="topic-metadata">

**Author:** [@DanTDC](https://forums.unrealengine.com/u/DanTDC)\
**Replies:** 3\
**Last updated:** [August 17, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/nav-mesh-generating-on-wall-x-axis-instead-of-y-axis/2617633 "2025-08-17T20:32:06Z")

</div>

Hi guys, im new to AI Development. I wanna ask if is there any way that i can generate Nav Mesh on Walls so my AI agent can walk on vertical? and i cant change the world direction because the player will move on the Z pl…

---

## [My character started ignoring the navmesh](https://forums.unrealengine.com/t/my-character-started-ignoring-the-navmesh/2644686)

<div class="topic-metadata">

**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 1\
**Last updated:** [August 17, 2025, 1:26pm UTC](https://forums.unrealengine.com/t/my-character-started-ignoring-the-navmesh/2644686 "2025-08-17T13:26:04Z")

</div>

I have a navmesh generated for the entire level: I also use AI move to node to pick a random spot on the map and make the character move to it: And yet every time It tries to navigate to any of the points, it wil…

---

## [After the project was packaged, the NavLinkProxy lost its effect. ](https://forums.unrealengine.com/t/after-the-project-was-packaged-the-navlinkproxy-lost-its-effect/2643035)

<div class="topic-metadata">

**Author:** [@HHdoge1](https://forums.unrealengine.com/u/HHdoge1)\
**Replies:** 2\
**Last updated:** [August 17, 2025, 1:24pm UTC](https://forums.unrealengine.com/t/after-the-project-was-packaged-the-navlinkproxy-lost-its-effect/2643035 "2025-08-17T13:24:06Z")

</div>

I can use NavLinkProxy normally in the editor. However, after being packaged, his link event became invalid. His own “begin play” and “tick” events are still functioning properly. Only the link event did not respond.

---

## [AI Controller rotation ](https://forums.unrealengine.com/t/ai-controller-rotation/2643355)

<div class="topic-metadata">

**Author:** [@BitterGuitar3](https://forums.unrealengine.com/u/BitterGuitar3)\
**Replies:** 0\
**Last updated:** [August 16, 2025, 12:53am UTC](https://forums.unrealengine.com/t/ai-controller-rotation/2643355 "2025-08-16T00:53:50Z")

</div>

So, I am currently making a 1v1 PvE basic concept prototype of a project I want to make. The end goal is like a PvP FPS like Hell Let Loose. But for the sake of prototyping and with my limited knowledge, I am using an AI…

---

## [Collision preset filtering for UEFN characters versus NPC ](https://forums.unrealengine.com/t/collision-preset-filtering-for-uefn-characters-versus-npc/2641776)

<div class="topic-metadata">

**Author:** [@horriblecreatur9](https://forums.unrealengine.com/u/horriblecreatur9)\
**Replies:** 4\
**Last updated:** [August 15, 2025, 9:54pm UTC](https://forums.unrealengine.com/t/collision-preset-filtering-for-uefn-characters-versus-npc/2641776 "2025-08-15T21:54:01Z")

</div>

Hello, I’m looking to see if anyone has any idea how to setup an invisible barrier that overlaps player character collision but not NPC’s. Specifically my testing is with TWD Universe Walker NPC’s on UEFN. My research o…

---

## [Get random reachable point in radius broken in Ue5?](https://forums.unrealengine.com/t/get-random-reachable-point-in-radius-broken-in-ue5/586332)

<div class="topic-metadata">

**Author:** [@Chadwise](https://forums.unrealengine.com/u/Chadwise)\
**Replies:** 4\
**Last updated:** [August 14, 2025, 6:45pm UTC](https://forums.unrealengine.com/t/get-random-reachable-point-in-radius-broken-in-ue5/586332 "2025-08-14T18:45:25Z")

</div>

I have been working for the last few weeks to convert my project from Ue4.26.2 to Ue5.02. I have noticed that my AI behaiviours are now broken in Ue5 as the randomReachablePointInRadius node no longer seems to work. It i…

---

## [How can I make an enemy AI patrol and also detect the player only within a specific cone of vision?](https://forums.unrealengine.com/t/how-can-i-make-an-enemy-ai-patrol-and-also-detect-the-player-only-within-a-specific-cone-of-vision/2524626)

<div class="topic-metadata">

**Author:** [@TopalePolman](https://forums.unrealengine.com/u/TopalePolman)\
**Replies:** 2\
**Last updated:** [August 14, 2025, 2:58pm UTC](https://forums.unrealengine.com/t/how-can-i-make-an-enemy-ai-patrol-and-also-detect-the-player-only-within-a-specific-cone-of-vision/2524626 "2025-08-14T14:58:12Z")

</div>

I’m trying to make a simple AI enemy that patrols between points and only chases the player when they’re inside a defined field of view. I’ve set up a Behavior Tree and Blackboard, but I’m confused about how to accuratel…

---

## [How to gain more performance with 100s of AI actors?](https://forums.unrealengine.com/t/how-to-gain-more-performance-with-100s-of-ai-actors/635539)

<div class="topic-metadata">

**Author:** [@Saturnian](https://forums.unrealengine.com/u/Saturnian)\
**Replies:** 19\
**Last updated:** [August 13, 2025, 10:16am UTC](https://forums.unrealengine.com/t/how-to-gain-more-performance-with-100s-of-ai-actors/635539 "2025-08-13T10:16:47Z")

</div>

I have a simple AI that just moves to where the player is, using a behavior tree and navmesh. I’m trying to spawn 300 of them and I get 20 fps (not cooked game, just running from the engine). Their mesh is one of the Par…

---

## [Cant get AI MoveTo to work ](https://forums.unrealengine.com/t/cant-get-ai-moveto-to-work/2639177)

<div class="topic-metadata">

**Author:** [@poboy975](https://forums.unrealengine.com/u/poboy975)\
**Replies:** 3\
**Last updated:** [August 13, 2025, 2:46am UTC](https://forums.unrealengine.com/t/cant-get-ai-moveto-to-work/2639177 "2025-08-13T02:46:14Z")

</div>

This is the original tutorial series I was following. but failed at the follow player part, and this video series didn’t use behavior trees at all. I tried the two videos and documentation linked next, w…

---

## [Pawn Sensing more that one noise ](https://forums.unrealengine.com/t/pawn-sensing-more-that-one-noise/2632203)

<div class="topic-metadata">

**Author:** [@Nicolekendev](https://forums.unrealengine.com/u/Nicolekendev)\
**Replies:** 0\
**Last updated:** [August 6, 2025, 2:51pm UTC](https://forums.unrealengine.com/t/pawn-sensing-more-that-one-noise/2632203 "2025-08-06T14:51:47Z")

</div>

I am trying to make an Ai react to multiple sounds based on when they go off. Currently I have a gun sound and leaf sound. I can’t get the Ai to choice between them, I have tried used branches and still haven’t got the …

---

## [State Tree Start Logic BP Node "If brain is already running will not do anything", except that's a big fat lie](https://forums.unrealengine.com/t/state-tree-start-logic-bp-node-if-brain-is-already-running-will-not-do-anything-except-thats-a-big-fat-lie/2616457)

<div class="topic-metadata">

**Author:** [@GPBF](https://forums.unrealengine.com/u/GPBF)\
**Replies:** 1\
**Last updated:** [August 4, 2025, 2:32pm UTC](https://forums.unrealengine.com/t/state-tree-start-logic-bp-node-if-brain-is-already-running-will-not-do-anything-except-thats-a-big-fat-lie/2616457 "2025-08-04T14:32:15Z")

</div>

If the State Tree is running and Start Logic (BP) is called, evaluators and global tasks will initiate their Start Tree/Enter State events. I am wondering if this is designed behaviour or a bug as my code depends on …

---

## [CrowdFollowingComponent No Avoidance & Jittering](https://forums.unrealengine.com/t/crowdfollowingcomponent-no-avoidance-jittering/426651)

<div class="topic-metadata">

**Author:** [@AssemblerJohn](https://forums.unrealengine.com/u/AssemblerJohn)\
**Replies:** 6\
**Last updated:** [August 2, 2025, 2:21pm UTC](https://forums.unrealengine.com/t/crowdfollowingcomponent-no-avoidance-jittering/426651 "2025-08-02T14:21:06Z")

</div>

Hello! I’m developing a top-down RPG where crowd avoidance is very important for navigation. I’ve recently used the ‘UCrowdFollowingComponent’, extended it and created my own ‘RPGCrowdFollowingComponent’. I’m using the…

---

## [Updating State Tree global parameter](https://forums.unrealengine.com/t/updating-state-tree-global-parameter/2235335)

<div class="topic-metadata">

**Author:** [@Aadi222555](https://forums.unrealengine.com/u/Aadi222555)\
**Replies:** 1\
**Last updated:** [August 1, 2025, 4:13pm UTC](https://forums.unrealengine.com/t/updating-state-tree-global-parameter/2235335 "2025-08-01T16:13:19Z")

</div>

I’m trying to update or change a global parameter in a State Tree task so that it can be used in subsequent states. Typically, I achieve this as shown below: However, the same approach does not work when dealing …

---

## [Is there currently any way to add custom tasks for mass AI in state trees?](https://forums.unrealengine.com/t/is-there-currently-any-way-to-add-custom-tasks-for-mass-ai-in-state-trees/1405157)

<div class="topic-metadata">

**Author:** [@Adahn\_Imagined](https://forums.unrealengine.com/u/Adahn_Imagined)\
**Replies:** 4\
**Last updated:** [August 1, 2025, 7:55pm UTC](https://forums.unrealengine.com/t/is-there-currently-any-way-to-add-custom-tasks-for-mass-ai-in-state-trees/1405157 "2025-08-01T19:55:43Z")

</div>

Is there currently any way to add custom tasks for mass AI in state trees? or some workaround that would allow mass AI to have similar functionality to regular AI?

---

## [How to expose UNavigationSystem::OnNavigationBoundsUpdated?](https://forums.unrealengine.com/t/how-to-expose-unavigationsystem-onnavigationboundsupdated/362549)

<div class="topic-metadata">

**Author:** [@ArthurRodrigues](https://forums.unrealengine.com/u/ArthurRodrigues)\
**Replies:** 1\
**Last updated:** [July 31, 2025, 3:34pm UTC](https://forums.unrealengine.com/t/how-to-expose-unavigationsystem-onnavigationboundsupdated/362549 "2025-07-31T15:34:10Z")

</div>

Hi guys, I’m making a procedual map that uses navmesh, Ive set the “Force Rebuild on Load” to true, so it rebuild when I move the blueprint, but it doest rebuild when I compile it, so I seached here and found this post: …

---

## [Smart Object Set Tags Runtime](https://forums.unrealengine.com/t/smart-object-set-tags-runtime/1181528)

<div class="topic-metadata">

**Author:** [@CTENoLonger](https://forums.unrealengine.com/u/CTENoLonger)\
**Replies:** 2\
**Last updated:** [July 31, 2025, 2:12pm UTC](https://forums.unrealengine.com/t/smart-object-set-tags-runtime/1181528 "2025-07-31T14:12:52Z")

</div>

I’ve begun using Smart Objects and I’m looking to modify the tags of a slot at runtime but I can’t for the life of me figure out how to get the slot handle for a smart object. There are multiple nodes available for enab…

---

## [5.5/5.6 Automatic Nav Link Generation Jump Max Depth doesn't behave as expected](https://forums.unrealengine.com/t/5-5-5-6-automatic-nav-link-generation-jump-max-depth-doesnt-behave-as-expected/2538152)

<div class="topic-metadata">

**Author:** [@mirrorclimb](https://forums.unrealengine.com/u/mirrorclimb)\
**Replies:** 3\
**Last updated:** [July 30, 2025, 2:17pm UTC](https://forums.unrealengine.com/t/5-5-5-6-automatic-nav-link-generation-jump-max-depth-doesnt-behave-as-expected/2538152 "2025-07-30T14:17:14Z")

</div>

According to the picture here: Automatic Navigation Link Generation | Unreal Engine 5.5 Documentation | Epic Developer Community increasing the Jump Max Depth should generate links from higher ledges down to lower ones a…

---

## [Please help - Behavior Tree Quick Start guide unable to get the enemy character to move in any way](https://forums.unrealengine.com/t/please-help-behavior-tree-quick-start-guide-unable-to-get-the-enemy-character-to-move-in-any-way/2324866)

<div class="topic-metadata">

**Author:** [@Nitro\_27](https://forums.unrealengine.com/u/Nitro_27)\
**Replies:** 4\
**Last updated:** [July 23, 2025, 3:17pm UTC](https://forums.unrealengine.com/t/please-help-behavior-tree-quick-start-guide-unable-to-get-the-enemy-character-to-move-in-any-way/2324866 "2025-07-23T15:17:36Z")

</div>

Hello, I’m trying to get the Behavior Tree Quick Start setup, and I have an issue where the enemy character doesn’t move at all. This includes when it has line of sight on me and should chase me as well as when it is sup…

[Previous page](https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=5)

[Next page](https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=7)
