# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=7

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**Page:** 8

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## ["Move to and Use Smart Object with Gameplay Behavior" always returns On Failed unless you add a delay before EndBehavior](https://forums.unrealengine.com/t/move-to-and-use-smart-object-with-gameplay-behavior-always-returns-on-failed-unless-you-add-a-delay-before-endbehavior/1382563)

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**Author:** [@carrot\_soup](https://forums.unrealengine.com/u/carrot_soup)\
**Replies:** 4\
**Last updated:** [July 23, 2025, 1:29am UTC](https://forums.unrealengine.com/t/move-to-and-use-smart-object-with-gameplay-behavior-always-returns-on-failed-unless-you-add-a-delay-before-endbehavior/1382563 "2025-07-23T01:29:46Z")

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I’m learning Smart Objects and have a simple set up where on BeginPlay my NPCs scan for smart objects and pick one at random to move to and use. The behavior tree runs one task to find the SO and get its claim handle, th…

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## [Allow partial path seems to be broken on 4.22.2](https://forums.unrealengine.com/t/allow-partial-path-seems-to-be-broken-on-4-22-2/450707)

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**Author:** [@Mohsen.Mousavi](https://forums.unrealengine.com/u/Mohsen.Mousavi)\
**Replies:** 8\
**Last updated:** [July 22, 2025, 12:42am UTC](https://forums.unrealengine.com/t/allow-partial-path-seems-to-be-broken-on-4-22-2/450707 "2025-07-22T00:42:50Z")

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if the target location is outside the navigation path, AI wont move even when the allow partial path is on, We understood that “allow partial path” means that the AI will find the closest point if it “can’t” reach the t…

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## [Problem with AI in my game with endless staircase](https://forums.unrealengine.com/t/problem-with-ai-in-my-game-with-endless-staircase/2608043)

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**Author:** [@Charibassa88](https://forums.unrealengine.com/u/Charibassa88)\
**Replies:** 1\
**Last updated:** [July 18, 2025, 3:09pm UTC](https://forums.unrealengine.com/t/problem-with-ai-in-my-game-with-endless-staircase/2608043 "2025-07-18T15:09:00Z")

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I have created an AI that always chases the player regardless of his location. However, the navigation grid works every once in a while, and in one case everything is fine and the AI works fine, and in the other case it …

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## [AI character is not using Movement Input Vector](https://forums.unrealengine.com/t/ai-character-is-not-using-movement-input-vector/428071)

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**Author:** [@kenmorechalfant](https://forums.unrealengine.com/u/kenmorechalfant)\
**Replies:** 3\
**Last updated:** [July 17, 2025, 3:53pm UTC](https://forums.unrealengine.com/t/ai-character-is-not-using-movement-input-vector/428071 "2025-07-17T15:53:25Z")

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So I have a Frog blueprint, inheriting from Character. I’m overriding the movement logic to make it hop along rather than normal character movement. Basically, in my Tick event, I use “Consume Movement Input Vector” to…

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## [State Tree blueprint condition crashes game 5.4 ](https://forums.unrealengine.com/t/state-tree-blueprint-condition-crashes-game-5-4/2539144)

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**Author:** [@ps\_tychie](https://forums.unrealengine.com/u/ps_tychie)\
**Replies:** 2\
**Last updated:** [July 14, 2025, 7:52pm UTC](https://forums.unrealengine.com/t/state-tree-blueprint-condition-crashes-game-5-4/2539144 "2025-07-14T19:52:41Z")

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Hey, I’m running into an issue while working with state trees that I can’t seem to solve. the issue happens whenever I load in / exit a scene. This only happens specifically if there is a state tree that has any node wit…

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## [Client-side AI Controller](https://forums.unrealengine.com/t/client-side-ai-controller/267802)

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**Author:** [@MaxPow\_ER](https://forums.unrealengine.com/u/MaxPow_ER)\
**Replies:** 3\
**Last updated:** [July 6, 2025, 4:04pm UTC](https://forums.unrealengine.com/t/client-side-ai-controller/267802 "2025-07-06T16:04:25Z")

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I am doing some POC playing around with networked AIControllers and movement. For now, I just need to be able to move an AI controlled pawn client-side. So I am spawning and posessing the Actor manually in the Client, w…

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## [Having trouble attaching an AI Controller to my NPC Blueprint](https://forums.unrealengine.com/t/having-trouble-attaching-an-ai-controller-to-my-npc-blueprint/2589511)

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**Author:** [@oklekela](https://forums.unrealengine.com/u/oklekela)\
**Replies:** 6\
**Last updated:** [July 4, 2025, 9:04pm UTC](https://forums.unrealengine.com/t/having-trouble-attaching-an-ai-controller-to-my-npc-blueprint/2589511 "2025-07-04T21:04:43Z")

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Hi everyone! I decided to add AI to my game, but I ran into an issue right at the start. I created an AI Controller, but I can’t seem to attach it to my NPC’s Blueprint—it just won’t connect. Has anyone faced this proble…

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## [AI Won't move to their assigned positions after some time](https://forums.unrealengine.com/t/ai-wont-move-to-their-assigned-positions-after-some-time/2590134)

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**Author:** [@WolfAlvein](https://forums.unrealengine.com/u/WolfAlvein)\
**Replies:** 0\
**Last updated:** [July 4, 2025, 10:54am UTC](https://forums.unrealengine.com/t/ai-wont-move-to-their-assigned-positions-after-some-time/2590134 "2025-07-04T10:54:07Z")

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Hi everyone, I have a problem where I Spawn multiple NPC’s and assign them a position based on some EQS Tests and the available positions for each reach, there are three as of now but I could add more based on reach, rig…

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## [How to interrupt a Behavior Tree's processing?](https://forums.unrealengine.com/t/how-to-interrupt-a-behavior-trees-processing/2587691)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 6\
**Last updated:** [July 3, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/how-to-interrupt-a-behavior-trees-processing/2587691 "2025-07-03T14:22:03Z")

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Sorry for the beginner question. I’m trying to make a simple AI that will shoot when an enemy is in range and stop when it’s out of range. But the shooting doesn’t stop even if the enemy moves out of range. I tried dec…

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## [Get Current perceived Actors works randomly](https://forums.unrealengine.com/t/get-current-perceived-actors-works-randomly/2588809)

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**Author:** [@Brona](https://forums.unrealengine.com/u/Brona)\
**Replies:** 0\
**Last updated:** [July 3, 2025, 7:48am UTC](https://forums.unrealengine.com/t/get-current-perceived-actors-works-randomly/2588809 "2025-07-03T07:48:22Z")

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Beginner question. I have two actorsthat runs different state trees but with similar task and logics The first one works without a problem and he can sense other actors as intended. The second one, using same logics, …

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## [Why won't my AI use the Nav Link Proxy?](https://forums.unrealengine.com/t/why-wont-my-ai-use-the-nav-link-proxy/318626)

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**Author:** [@DSursely](https://forums.unrealengine.com/u/DSursely)\
**Replies:** 9\
**Last updated:** [July 2, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/why-wont-my-ai-use-the-nav-link-proxy/318626 "2025-07-02T22:12:36Z")

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I’ve posted this in the forums with no response: Basically, my AI is setup to follow the player. It works as expected but will not use the Nav Link Proxy to follow off of a ledge, like in the Nav Mesh Content Example …

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## [Navmesh runtime regeneration](https://forums.unrealengine.com/t/navmesh-runtime-regeneration/336914)

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**Author:** [@anonymous\_user\_57163aaf](https://forums.unrealengine.com/u/anonymous_user_57163aaf)\
**Replies:** 4\
**Last updated:** [July 1, 2025, 8:25am UTC](https://forums.unrealengine.com/t/navmesh-runtime-regeneration/336914 "2025-07-01T08:25:12Z")

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I’ve put in a NavmeshBoundsVolume in my map. My question is regarding the recalculation of Navmesh on-demand from my C++ code. Is there any avenue to do so? I know of the RuntimeGeneration=Dynamic setting in DefaultEng…

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## [Rebuilding dynamic navmesh via c++ stops working after switching levels ](https://forums.unrealengine.com/t/rebuilding-dynamic-navmesh-via-c-stops-working-after-switching-levels/2459652)

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**Author:** [@kitun](https://forums.unrealengine.com/u/kitun)\
**Replies:** 5\
**Last updated:** [July 1, 2025, 8:12am UTC](https://forums.unrealengine.com/t/rebuilding-dynamic-navmesh-via-c-stops-working-after-switching-levels/2459652 "2025-07-01T08:12:35Z")

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I use simple c++ to rebuild navmesh at runtime when the level changes. This works no problem. However after I load any other level containing a navmesh and return to this one, the code stops working. There are no error l…

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## [DYNAM NAVMESH IS NOT UPDATING IN SIMULATION](https://forums.unrealengine.com/t/dynam-navmesh-is-not-updating-in-simulation/2586192)

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**Author:** [@Cykablatta](https://forums.unrealengine.com/u/Cykablatta)\
**Replies:** 0\
**Last updated:** [July 1, 2025, 6:54am UTC](https://forums.unrealengine.com/t/dynam-navmesh-is-not-updating-in-simulation/2586192 "2025-07-01T06:54:38Z")

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Hello guys! I’m trying to adapt the navmeshbounds volume in levels to map center/sizes via bp, in this way I don’t risk the nav is too small or too big than the navigable map. I did some math on room’s bounds to calculat…

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## [AI Character stops/pauses after "Move To"-node](https://forums.unrealengine.com/t/ai-character-stops-pauses-after-move-to-node/383761)

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**Author:** [@Pseudocorpus](https://forums.unrealengine.com/u/Pseudocorpus)\
**Replies:** 15\
**Last updated:** [June 26, 2025, 7:30am UTC](https://forums.unrealengine.com/t/ai-character-stops-pauses-after-move-to-node/383761 "2025-06-26T07:30:54Z")

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I am making an AI-Character and using the “Move To”-Tasknode inside the behaviour tree. When the character reaches the location of the move to node, he stops shortly and the moves on to the next point. “Stop on overlap” …

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## [Can you set State Tree global variables through character blueprint? ](https://forums.unrealengine.com/t/can-you-set-state-tree-global-variables-through-character-blueprint/2573726)

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**Author:** [@thebuntaro](https://forums.unrealengine.com/u/thebuntaro)\
**Replies:** 0\
**Last updated:** [June 24, 2025, 2:16pm UTC](https://forums.unrealengine.com/t/can-you-set-state-tree-global-variables-through-character-blueprint/2573726 "2025-06-24T14:16:05Z")

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Hello, i was wondering if it is possible to set the global variable that is exposed in character blueprint. Example: I have here variable Target Actor and i am wondering if it is possible to set it dynamically (rand…

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## [BT Decorator / branch not aborting.](https://forums.unrealengine.com/t/bt-decorator-branch-not-aborting/2573380)

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**Author:** [@Dantissimo](https://forums.unrealengine.com/u/Dantissimo)\
**Replies:** 5\
**Last updated:** [June 24, 2025, 11:11am UTC](https://forums.unrealengine.com/t/bt-decorator-branch-not-aborting/2573380 "2025-06-24T11:11:29Z")

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Ok so im having an issue where by about 80% of the time this works. Some times it works perfectly and some times one or 2 NPCs fail to enter branch when they are shot. to simplify teh behind scnes logic the ATtack targ…

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## [StateTree's "transition change type" validation really nescessary?](https://forums.unrealengine.com/t/statetrees-transition-change-type-validation-really-nescessary/2560495)

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**Author:** [@YAARG](https://forums.unrealengine.com/u/YAARG)\
**Replies:** 2\
**Last updated:** [June 23, 2025, 6:49pm UTC](https://forums.unrealengine.com/t/statetrees-transition-change-type-validation-really-nescessary/2560495 "2025-06-23T18:49:54Z")

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Anyone know what is the purpose of validating “Transition Change Type” upon entering a state tree task as demonstrated in the new 3rd person template combat variant? Isn’t this enter & exit event already specific to tha…

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## [Using enhanced input with simulation ](https://forums.unrealengine.com/t/using-enhanced-input-with-simulation/2564617)

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**Author:** [@Calgreghardver2](https://forums.unrealengine.com/u/Calgreghardver2)\
**Replies:** 3\
**Last updated:** [June 19, 2025, 11:34am UTC](https://forums.unrealengine.com/t/using-enhanced-input-with-simulation/2564617 "2025-06-19T11:34:59Z")

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I’m an AI developer who hasn’t used UE since 4. I’m on a new project and people are now using the enhanced input system. I simulate the game when I need to test my AI within the level but now when I do this and go to pos…

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## [Can an open source LLM be integrated in Unreal Engine 5.6 locally?](https://forums.unrealengine.com/t/can-an-open-source-llm-be-integrated-in-unreal-engine-5-6-locally/2564364)

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**Author:** [@R.Pranay](https://forums.unrealengine.com/u/R.Pranay)\
**Replies:** 1\
**Last updated:** [June 19, 2025, 7:14am UTC](https://forums.unrealengine.com/t/can-an-open-source-llm-be-integrated-in-unreal-engine-5-6-locally/2564364 "2025-06-19T07:14:23Z")

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Hello, I am Pranay, and I started game development an year before, although I am not so experienced in game development or coding, but I do have a little experience about Artificial Intelligence, not so much but enough f…

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## [EQS queries running asynchronously creating issues](https://forums.unrealengine.com/t/eqs-queries-running-asynchronously-creating-issues/2562349)

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**Author:** [@GoodToGo3](https://forums.unrealengine.com/u/GoodToGo3)\
**Replies:** 3\
**Last updated:** [June 18, 2025, 12:04pm UTC](https://forums.unrealengine.com/t/eqs-queries-running-asynchronously-creating-issues/2562349 "2025-06-18T12:04:41Z")

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Hi there, I have a bunch of EQS queries and while results are produced in the finished function, it doesnt show up in the main function because it is waiting to finish. This is the function calling the eqs query Enemy…

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## [Stuttering Movement when repeatedly calling AI MoveTo.](https://forums.unrealengine.com/t/stuttering-movement-when-repeatedly-calling-ai-moveto/806202)

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**Author:** [@RakeshBMonkie](https://forums.unrealengine.com/u/RakeshBMonkie)\
**Replies:** 4\
**Last updated:** [June 18, 2025, 12:47am UTC](https://forums.unrealengine.com/t/stuttering-movement-when-repeatedly-calling-ai-moveto/806202 "2025-06-18T00:47:42Z")

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For the sake of simplicity let us say I have 4 patrol points arranged in a straight line. Iam calling MoveTo in Behaviour tree for each of there points in a sequence. For each patrol point arrival, the ai is decelerati…

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## [Apply Task logic after event/end overlap.](https://forums.unrealengine.com/t/apply-task-logic-after-event-end-overlap/2560806)

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**Author:** [@SUNNY8](https://forums.unrealengine.com/u/SUNNY8)\
**Replies:** 0\
**Last updated:** [June 16, 2025, 6:40pm UTC](https://forums.unrealengine.com/t/apply-task-logic-after-event-end-overlap/2560806 "2025-06-16T18:40:14Z")

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Hi everyone! I’d like my AI to follow certain task logic after an ‘End Overlap’ event of an other actor. or ai move to, but I can’t find the right node to use. I tried using “Run Behavior Tree”, but the AI doesn’t move. …

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## [StateTree - the state transitions to the next one even though the task did not call \`FinishTask\`.](https://forums.unrealengine.com/t/statetree-the-state-transitions-to-the-next-one-even-though-the-task-did-not-call-finishtask/2512250)

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**Author:** [@SamosDevel](https://forums.unrealengine.com/u/SamosDevel)\
**Replies:** 1\
**Last updated:** [June 16, 2025, 3:28pm UTC](https://forums.unrealengine.com/t/statetree-the-state-transitions-to-the-next-one-even-though-the-task-did-not-call-finishtask/2512250 "2025-06-16T15:28:18Z")

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Hi. I use UE 5.5.4 Task STT\_Print\_String don’t call FinishTask Can someone explain to me why, in the examples below, the State transitions to the next State even though STT\_PrintString does not call FinishTask? I woul…

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## [How to “FindPathToActorSynchronously” around “dynamic” characters/actors?](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507)

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**Author:** [@MythoByteWorks](https://forums.unrealengine.com/u/MythoByteWorks)\
**Replies:** 0\
**Last updated:** [June 15, 2025, 12:07am UTC](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507 "2025-06-15T00:07:24Z")

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Hey, how can my NPC find a path around “dynamic” characters/actors with the “FindPathToActorSynchronously” function? What do I need do configure or set?

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## [EQS not working on procedural terrain ](https://forums.unrealengine.com/t/eqs-not-working-on-procedural-terrain/2555041)

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**Author:** [@Pilondial](https://forums.unrealengine.com/u/Pilondial)\
**Replies:** 1\
**Last updated:** [June 13, 2025, 7:11pm UTC](https://forums.unrealengine.com/t/eqs-not-working-on-procedural-terrain/2555041 "2025-06-13T19:11:05Z")

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I haved created a system within blueprints to create procedural dungeons, i’m currently trying to get AI to spawn into my dungeon. I’m using the navmesh and EQS system native to UE5 and in spite of setting my project to …

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## [BehaviorTree's MoveTo-Task fails when Target-Actor stops moving.](https://forums.unrealengine.com/t/behaviortrees-moveto-task-fails-when-target-actor-stops-moving/2553780)

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**Author:** [@MythoByteWorks](https://forums.unrealengine.com/u/MythoByteWorks)\
**Replies:** 4\
**Last updated:** [June 13, 2025, 8:16am UTC](https://forums.unrealengine.com/t/behaviortrees-moveto-task-fails-when-target-actor-stops-moving/2553780 "2025-06-13T08:16:40Z")

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Hey, I am testing soime BT functionallities right now on one of my NPCs in my project. Somehow the MoveTo-Task randomly fails, well, not exactly randomly… but everytime the Target-Actor (in my case the Player’s BP-Actor…

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## [Move AI character linearly from one point to the other (Without AI move to)](https://forums.unrealengine.com/t/move-ai-character-linearly-from-one-point-to-the-other-without-ai-move-to/2062380)

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**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 15\
**Last updated:** [June 12, 2025, 5:01pm UTC](https://forums.unrealengine.com/t/move-ai-character-linearly-from-one-point-to-the-other-without-ai-move-to/2062380 "2025-06-12T17:01:06Z")

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I have a melee enemy and I need it to “jump” to the player position if the player is above or below the enemy. (“Jump to” location calculated with Environmental Query System) I figured out how to check for collisions…

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## [BTTask NodeMemory?](https://forums.unrealengine.com/t/bttask-nodememory/307078)

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**Author:** [@mirsabayu](https://forums.unrealengine.com/u/mirsabayu)\
**Replies:** 5\
**Last updated:** [June 12, 2025, 2:38am UTC](https://forums.unrealengine.com/t/bttask-nodememory/307078 "2025-06-12T02:38:48Z")

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what is the purpose of “NodeMemory” parameters in the BTTask, i know that it was for cache a data, but for what?? had some connection with FMessageObserver? or what?? please anyone kindly can explain it to me, jjejejeje

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## [StateTree task only ticking once](https://forums.unrealengine.com/t/statetree-task-only-ticking-once/747998)

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**Author:** [@Razdraz](https://forums.unrealengine.com/u/Razdraz)\
**Replies:** 10\
**Last updated:** [June 7, 2025, 2:58pm UTC](https://forums.unrealengine.com/t/statetree-task-only-ticking-once/747998 "2025-06-07T14:58:18Z")

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Hi, I’ve just started to play around with StateTrees and got stuck now. I created a very simple random wait task which should wait between 3 and 7 seconds and then repeat, but somehow the task is only ticking once after…

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