# AI

**URL:** https://forums.unrealengine.com/c/development-discussion/programming-scripting/ai/128.md?page=8

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**Page:** 9

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## [DamageSense some times can not take effect ](https://forums.unrealengine.com/t/damagesense-some-times-can-not-take-effect/2544617)

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**Author:** [@gamer168888](https://forums.unrealengine.com/u/gamer168888)\
**Replies:** 0\
**Last updated:** [June 7, 2025, 12:40am UTC](https://forums.unrealengine.com/t/damagesense-some-times-can-not-take-effect/2544617 "2025-06-07T00:40:25Z")

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I add a perceptionComponent, and add a DamageSense into it, charactor A shot bullet to charactor B, bullet collision to charactor B, B applyDamage,and reportDamageEvent, then AI controller of B gets damage Stimulus. B…

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## [Changing mass AI behavior at runtime](https://forums.unrealengine.com/t/changing-mass-ai-behavior-at-runtime/2543783)

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**Author:** [@awarewoff](https://forums.unrealengine.com/u/awarewoff)\
**Replies:** 0\
**Last updated:** [June 6, 2025, 11:10am UTC](https://forums.unrealengine.com/t/changing-mass-ai-behavior-at-runtime/2543783 "2025-06-06T11:10:57Z")

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Hello sages, I’m researching idea of creating an RTS with massive unit counts, and it seems like Mass is my only option. But there is one main question, can you change the behavior of mass agents in runtime aka give a …

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## [Claim Smart Object handle not actually claiming?](https://forums.unrealengine.com/t/claim-smart-object-handle-not-actually-claiming/2298379)

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**Author:** [@TheEnglishBeat](https://forums.unrealengine.com/u/TheEnglishBeat)\
**Replies:** 1\
**Last updated:** [June 4, 2025, 4:17pm UTC](https://forums.unrealengine.com/t/claim-smart-object-handle-not-actually-claiming/2298379 "2025-06-04T16:17:15Z")

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Hey all, Trying to make a system where NPC’s will go find up to three things then bring them to a final spot, but cannot proceed without player input. I haven’t gotten far enough for the player’s input gating the NPC’s,…

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## [Start StateTree logic in the new 5.6 AI](https://forums.unrealengine.com/t/start-statetree-logic-in-the-new-5-6-ai/2540427)

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**Author:** [@AsmundSchei](https://forums.unrealengine.com/u/AsmundSchei)\
**Replies:** 1\
**Last updated:** [June 4, 2025, 1:08pm UTC](https://forums.unrealengine.com/t/start-statetree-logic-in-the-new-5-6-ai/2540427 "2025-06-04T13:08:28Z")

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Hello, I try to trigger the AI, in the new FPS template but it wont start in the Shooter Arena level. I checked that it have a navmesh bound volume and tried ticking these, in the perception component. Also tried the sta…

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## [Nav Mesh and Streaming Levels](https://forums.unrealengine.com/t/nav-mesh-and-streaming-levels/451476)

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**Author:** [@LastKingsSaint](https://forums.unrealengine.com/u/LastKingsSaint)\
**Replies:** 42\
**Last updated:** [June 4, 2025, 3:03am UTC](https://forums.unrealengine.com/t/nav-mesh-and-streaming-levels/451476 "2025-06-04T03:03:57Z")

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What is the proper setup if I have a persistent level with a sub level and I want to have navigation on the sub levels? I have tried dynamic nav meshes and the nav never loads after getting to the sub level from the pers…

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## [Is real-time multi-agent RL with Transformers possible in UE5?](https://forums.unrealengine.com/t/is-real-time-multi-agent-rl-with-transformers-possible-in-ue5/2539266)

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**Author:** [@SHAY2407](https://forums.unrealengine.com/u/SHAY2407)\
**Replies:** 0\
**Last updated:** [June 3, 2025, 4:04pm UTC](https://forums.unrealengine.com/t/is-real-time-multi-agent-rl-with-transformers-possible-in-ue5/2539266 "2025-06-03T16:04:44Z")

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I’m primarily an AI/ML student with limited UE5 experience, so I’m honestly not sure how much of this is even technically feasible in a game engine context. I’m exploring a combat arena concept with 50+ AI agents learni…

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## [When placing multiple UEFN Zombie Spawners, why did only one zombie spawn initially, but after removing all but one spawner, it then spawned 20, as configured? What causes this inconsistency? ](https://forums.unrealengine.com/t/when-placing-multiple-uefn-zombie-spawners-why-did-only-one-zombie-spawn-initially-but-after-removing-all-but-one-spawner-it-then-spawned-20-as-configured-what-causes-this-inconsistency/2535222)

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**Author:** [@GXFA2G2](https://forums.unrealengine.com/u/GXFA2G2)\
**Replies:** 1\
**Last updated:** [June 3, 2025, 3:55pm UTC](https://forums.unrealengine.com/t/when-placing-multiple-uefn-zombie-spawners-why-did-only-one-zombie-spawn-initially-but-after-removing-all-but-one-spawner-it-then-spawned-20-as-configured-what-causes-this-inconsistency/2535222 "2025-06-03T15:55:28Z")

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Why does a UEFN Zombie Spawner configured for 20 spawns initially yield only one, but spawns 20 after other identical spawners are briefly placed and then removed?

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## [Smart Object's Handle not accessible in Blueprints](https://forums.unrealengine.com/t/smart-objects-handle-not-accessible-in-blueprints/2537754)

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**Author:** [@Deeroy08](https://forums.unrealengine.com/u/Deeroy08)\
**Replies:** 0\
**Last updated:** [June 2, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/smart-objects-handle-not-accessible-in-blueprints/2537754 "2025-06-02T14:34:31Z")

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Hello, I’m am trying to access a Smart Object’s Handle directly from the Smart Object Component itself in Blueprints. But there seems to be no method to get it, except through the Smart Object Subsystem using “FindSmart…

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## [Why AI Move To is firing On Success when distance is greater than Acceptance Radius?](https://forums.unrealengine.com/t/why-ai-move-to-is-firing-on-success-when-distance-is-greater-than-acceptance-radius/425422)

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**Author:** [@NorlinGames](https://forums.unrealengine.com/u/NorlinGames)\
**Replies:** 4\
**Last updated:** [May 31, 2025, 2:49pm UTC](https://forums.unrealengine.com/t/why-ai-move-to-is-firing-on-success-when-distance-is-greater-than-acceptance-radius/425422 "2025-05-31T14:49:03Z")

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Hey, I have faced a weird issue (or I have missed something…) I’m using a behavior tree and I have a custom task to move my actor to another actor via AI Move To node. usage example UPD: updated the image to be more …

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## [Updating a state-tree task parameter on runtime ](https://forums.unrealengine.com/t/updating-a-state-tree-task-parameter-on-runtime/2534378)

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**Author:** [@HollowZerk](https://forums.unrealengine.com/u/HollowZerk)\
**Replies:** 1\
**Last updated:** [May 30, 2025, 5:32pm UTC](https://forums.unrealengine.com/t/updating-a-state-tree-task-parameter-on-runtime/2534378 "2025-05-30T17:32:58Z")

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i saw some information about this topic, but haven’t got around to find a viable solution to my problem. When my character walks and ‘generates’ noise, an event is called and the AI is transitioned into the investigate …

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## [Navmesh pathfinding with slope and surface costs](https://forums.unrealengine.com/t/navmesh-pathfinding-with-slope-and-surface-costs/472202)

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**Author:** [@Thunderbeared](https://forums.unrealengine.com/u/Thunderbeared)\
**Replies:** 2\
**Last updated:** [May 30, 2025, 12:30pm UTC](https://forums.unrealengine.com/t/navmesh-pathfinding-with-slope-and-surface-costs/472202 "2025-05-30T12:30:08Z")

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I’d like to have a pathfinding: with slope costs so that AI prefers to move flat land before going to climb a hill (most important), with surface costs based on a landscape so AI wouldn’t walk into the swamp on their h…

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## [Behavior Tree stuck at the root node](https://forums.unrealengine.com/t/behavior-tree-stuck-at-the-root-node/400791)

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**Author:** [@anonymous\_user\_53a5a456](https://forums.unrealengine.com/u/anonymous_user_53a5a456)\
**Replies:** 3\
**Last updated:** [May 28, 2025, 8:50pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-at-the-root-node/400791 "2025-05-28T20:50:21Z")

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The behavior tree gets stuck at the root node(yellow) and then the screen hangs due to large amount of memory usage. The tree is shown in the figure. I am new to using the engine. Sorry if the question is not appropr…

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## [Serious navmesh generation bug since 5.4 ](https://forums.unrealengine.com/t/serious-navmesh-generation-bug-since-5-4/2531523)

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**Author:** [@Yangzhou945](https://forums.unrealengine.com/u/Yangzhou945)\
**Replies:** 0\
**Last updated:** [May 28, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/serious-navmesh-generation-bug-since-5-4/2531523 "2025-05-28T14:34:25Z")

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2025-05-28 12-56-44.mkv (19.8 MB) Serious navmesh generation bug since 5.4 Old Collision would not be cleared when move collision in level. Create a new actor blueprint and set collision to navmesh Put a instance of …

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## [GameplayInteraction state tree not receiving events](https://forums.unrealengine.com/t/gameplayinteraction-state-tree-not-receiving-events/2318951)

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**Author:** [@gokitty199](https://forums.unrealengine.com/u/gokitty199)\
**Replies:** 1\
**Last updated:** [May 28, 2025, 2:10pm UTC](https://forums.unrealengine.com/t/gameplayinteraction-state-tree-not-receiving-events/2318951 "2025-05-28T14:10:55Z")

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I’m having an issue that I’m not sure is a possible bug. Long story short, I have a state tree on my ai pawn (call it ST1). The first state is a linked state that runs another state tree (call it ST2). ST2 finds a smart …

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## [Smart Object with State Tree](https://forums.unrealengine.com/t/smart-object-with-state-tree/2056205)

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**Author:** [@EvilGeniusTC](https://forums.unrealengine.com/u/EvilGeniusTC)\
**Replies:** 1\
**Last updated:** [May 28, 2025, 2:09pm UTC](https://forums.unrealengine.com/t/smart-object-with-state-tree/2056205 "2025-05-28T14:09:58Z")

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I currently have an AI character that runs on a state tree component schema state tree. In that tree i have it move to and interact with a smart object which is using the gameplay interactions plugin to run its own state…

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## [Changing Collision Component's Area Class to effect Navigation?](https://forums.unrealengine.com/t/changing-collision-components-area-class-to-effect-navigation/358406)

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**Author:** [@Jamie453](https://forums.unrealengine.com/u/Jamie453)\
**Replies:** 7\
**Last updated:** [May 27, 2025, 2:07pm UTC](https://forums.unrealengine.com/t/changing-collision-components-area-class-to-effect-navigation/358406 "2025-05-27T14:07:28Z")

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Hello, I am having a few issue with using the “AreaClass” member of the UBoxComponent class, and wondered if anyone could help. I have a class called MyABox which inherits from ATriggerBox. Within this class, i have cr…

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## [BehaviorTree MoveTo - Dynamically set Acceptable Radius](https://forums.unrealengine.com/t/behaviortree-moveto-dynamically-set-acceptable-radius/301948)

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**Author:** [@DerMaddin](https://forums.unrealengine.com/u/DerMaddin)\
**Replies:** 9\
**Last updated:** [May 27, 2025, 7:52am UTC](https://forums.unrealengine.com/t/behaviortree-moveto-dynamically-set-acceptable-radius/301948 "2025-05-27T07:52:49Z")

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Hello there, First of all let me tell you what I want to accomplish: I´m trying to develop a behavior for an rts-style game, where a unit attacks all enemy units in a path till it reaches the “headquarter” of the enemi…

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## [Trying to bind a state tree property ref in editor seams to crash SComboButton.cpp. Anyone know how to avoid this?](https://forums.unrealengine.com/t/trying-to-bind-a-state-tree-property-ref-in-editor-seams-to-crash-scombobutton-cpp-anyone-know-how-to-avoid-this/2349220)

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**Author:** [@TheDogtoy](https://forums.unrealengine.com/u/TheDogtoy)\
**Replies:** 2\
**Last updated:** [May 23, 2025, 11:13am UTC](https://forums.unrealengine.com/t/trying-to-bind-a-state-tree-property-ref-in-editor-seams-to-crash-scombobutton-cpp-anyone-know-how-to-avoid-this/2349220 "2025-05-23T11:13:28Z")

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Created a simple “State Tree Property Reference” variable in a task, set it to bool, and am trying to bind it. The second I click it before even trying to set a variable (or before any interface displays) it crashes due…

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## [Improve State Tree(Debugger,UX,Bug)](https://forums.unrealengine.com/t/improve-state-tree-debugger-ux-bug/2300269)

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**Author:** [@MineLucky](https://forums.unrealengine.com/u/MineLucky)\
**Replies:** 7\
**Last updated:** [May 23, 2025, 1:50am UTC](https://forums.unrealengine.com/t/improve-state-tree-debugger-ux-bug/2300269 "2025-05-23T01:50:18Z")

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Hi,my game heavily uses ST, and I’m glad to see that ST is getting better with each version, but the debugger still lacks effective information display and good UX design. For example, the following example is just a si…

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## [Variables in Actor and/or Blackboard](https://forums.unrealengine.com/t/variables-in-actor-and-or-blackboard/2522082)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 3\
**Last updated:** [May 22, 2025, 6:51am UTC](https://forums.unrealengine.com/t/variables-in-actor-and-or-blackboard/2522082 "2025-05-22T06:51:09Z")

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As I’m developing my AI, I’m running into an issue where I find myself duplicating variables between the AI’s actor and it’s blackboard. For example, my AI has a variable that keeps track of an object (type of actor) rel…

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## [Move To Task rapidly executing and succeeding but AI character doesn't move](https://forums.unrealengine.com/t/move-to-task-rapidly-executing-and-succeeding-but-ai-character-doesnt-move/2520409)

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**Author:** [@RadiantWings](https://forums.unrealengine.com/u/RadiantWings)\
**Replies:** 0\
**Last updated:** [May 20, 2025, 10:13pm UTC](https://forums.unrealengine.com/t/move-to-task-rapidly-executing-and-succeeding-but-ai-character-doesnt-move/2520409 "2025-05-20T22:13:16Z")

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I’m having some trouble with the Move To Task in my behavior tree. For some reason, the Move To task in my tree is rapidly executing and then succeeding even though I’m outside of the acceptable radius (I set it to 500 a…

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## [How to move AI avoiding obstacles on the path?](https://forums.unrealengine.com/t/how-to-move-ai-avoiding-obstacles-on-the-path/564423)

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**Author:** [@ulanov1707](https://forums.unrealengine.com/u/ulanov1707)\
**Replies:** 4\
**Last updated:** [May 17, 2025, 2:29pm UTC](https://forums.unrealengine.com/t/how-to-move-ai-avoiding-obstacles-on-the-path/564423 "2025-05-17T14:29:55Z")

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hi guys , please give me some advice i am doing strategy game and ai has to move to location which player clicks , and "AIMoveTo "function moves the ai but doesnt avoids and obstacles . how to make them to avoid obstacl…

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## [Behavior Tree Decorator Query not working as expected](https://forums.unrealengine.com/t/behavior-tree-decorator-query-not-working-as-expected/2514604)

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**Author:** [@unique18](https://forums.unrealengine.com/u/unique18)\
**Replies:** 0\
**Last updated:** [May 17, 2025, 5:23am UTC](https://forums.unrealengine.com/t/behavior-tree-decorator-query-not-working-as-expected/2514604 "2025-05-17T05:23:22Z")

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Hey, can somebody help me finding out why the decorator query is not evaluating false and aborting itself? As you can see the Blackboard Key KnownActors is 0 but it is not jumping to the left tree.

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## [How can I improve AI pathfinding around dynamic obstacles in Unreal Engine 5? ](https://forums.unrealengine.com/t/how-can-i-improve-ai-pathfinding-around-dynamic-obstacles-in-unreal-engine-5/2508273)

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**Author:** [@DeonMeier](https://forums.unrealengine.com/u/DeonMeier)\
**Replies:** 3\
**Last updated:** [May 16, 2025, 6:53pm UTC](https://forums.unrealengine.com/t/how-can-i-improve-ai-pathfinding-around-dynamic-obstacles-in-unreal-engine-5/2508273 "2025-05-16T18:53:05Z")

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Hey everyone, I’m working on an AI-driven NPC system in Unreal Engine 5, and I’m currently facing some challenges with pathfinding when it comes to dynamic obstacles in the environment. I’m using the default NavMesh sys…

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## [How to create a simple Follow Formation?](https://forums.unrealengine.com/t/how-to-create-a-simple-follow-formation/546012)

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**Author:** [@DavidTveraas](https://forums.unrealengine.com/u/DavidTveraas)\
**Replies:** 5\
**Last updated:** [May 16, 2025, 6:07pm UTC](https://forums.unrealengine.com/t/how-to-create-a-simple-follow-formation/546012 "2025-05-16T18:07:47Z")

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I’m making a 3rd-Person Isometric RPG selectable characters and I’ve been successful with getting my party members to follow me with an AIMoveTo node. The issue I’m having is that no matter what I put into the AIMoveTo n…

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## [Why Does StateTree Debugger Disappear Per Session? 5.5](https://forums.unrealengine.com/t/why-does-statetree-debugger-disappear-per-session-5-5/2419526)

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**Author:** [@BudgetArms](https://forums.unrealengine.com/u/BudgetArms)\
**Replies:** 1\
**Last updated:** [May 13, 2025, 7:39pm UTC](https://forums.unrealengine.com/t/why-does-statetree-debugger-disappear-per-session-5-5/2419526 "2025-05-13T19:39:07Z")

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Per session/launch the State Tree’s Debugger window disappears. I am not sure whether this is a bug or a feature. As seen in the image below, when relaunching, the Debugger is always removed. I just want to know wheth…

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## [Behavior Tree "class not found, make sure it's saved"](https://forums.unrealengine.com/t/behavior-tree-class-not-found-make-sure-its-saved/330443)

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**Author:** [@yateam](https://forums.unrealengine.com/u/yateam)\
**Replies:** 9\
**Last updated:** [May 11, 2025, 12:49pm UTC](https://forums.unrealengine.com/t/behavior-tree-class-not-found-make-sure-its-saved/330443 "2025-05-11T12:49:35Z")

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Everytime, I start Unreal Editor, one of my nodes in Behavior Tree gets reseted and I need to manually restore it to the correct one. Not only this annoying, but also I cannot run a standalone game even if I correct the …

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## [AI MoveTo AcceptanceRadius - Not working for Target Actor?](https://forums.unrealengine.com/t/ai-moveto-acceptanceradius-not-working-for-target-actor/572951)

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**Author:** [@Waxo](https://forums.unrealengine.com/u/Waxo)\
**Replies:** 3\
**Last updated:** [May 10, 2025, 1:17pm UTC](https://forums.unrealengine.com/t/ai-moveto-acceptanceradius-not-working-for-target-actor/572951 "2025-05-10T13:17:47Z")

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Hello, I’m a bit confused by the acceptance radius of the AI MoveTo blueprint, it doesn’t seem to work for Target Actor. For example: MoveTo target here is the vector location of the bananas. The acceptance radius is …

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## [NPC Life Routine for Lyra Replicated](https://forums.unrealengine.com/t/npc-life-routine-for-lyra-replicated/2492197)

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**Author:** [@tomhalpin8](https://forums.unrealengine.com/u/tomhalpin8)\
**Replies:** 0\
**Last updated:** [May 5, 2025, 9:09pm UTC](https://forums.unrealengine.com/t/npc-life-routine-for-lyra-replicated/2492197 "2025-05-05T21:09:55Z")

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Looking for a more Up-to-Date NPC Life and Routine System for Unreal Engine that is compatible with how Lyra uses GAS. NPCs with routines to fill up the world with life, with some random Dialogue cues if they walk into o…

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## [Spawned AI needs spline attachment but SpawnAiFromClass won't support it](https://forums.unrealengine.com/t/spawned-ai-needs-spline-attachment-but-spawnaifromclass-wont-support-it/2490964)

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**Author:** [@Soaron](https://forums.unrealengine.com/u/Soaron)\
**Replies:** 0\
**Last updated:** [May 5, 2025, 6:06am UTC](https://forums.unrealengine.com/t/spawned-ai-needs-spline-attachment-but-spawnaifromclass-wont-support-it/2490964 "2025-05-05T06:06:51Z")

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I am spawning an AI in my level and one way I use SpawnActorFromClass which makes everything work except the AI won’t engage the damage system, even though they’re visibly shooting at me. The damage parameter causes me z…

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