AI not completing the task


I’ve tried to give the AI many different tasks(like just moving to a specific coordinate or playing an animation), but it always shows the green icon on the AI no matter what I try.

Hey @TheZknown!

So let me ask this: Where is your character? If it cannot move its center point to where the character is, it will fail before the attempt to move because it can’t find a path! Also, if you don’t have a navmesh volume in the scene for it to move on it will auto-fail as well. :slight_smile:

Hope that helps!

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Thanks for the response @Mind-Brain ,
Both the player character and the AI are on a NavMesh so it should be a reachable point. The AI also did work when I was just using AI Move To in the character BP but I wanted to swap over to using behaviour trees.


Here you can adjust some other settings with your move-to, it might be accepting a partial path! It does look like your current target is getting set.

Maybe try going through a tutorial for AI movement just to get yourself familiarized with it?

Thanks again and sorry for the late response,
I’ve watched some of his videos in the past and they are very useful but don’t seem to solve my issue. I’ve discovered that the problem only occurs when I am telling the AI to move to, and not when I am telling it to directly move to. I do need it to be able to actually path-find around objects for my project.

Try deleting the nav mesh and making a new one. If it still doesn’t work run it in editor, open the ai debug for the npc, and show the nav mesh. Make sure no collision from the npc or player pawn is digging into the nav mesh and blocking the path.

Jay is on the right track here, I think. Use the “P” key to show navmesh- if there’s no green on the ground when you do that there’s no navmesh! Also what do you mean by “directly move to”?

The first thing we need to figure out is: Are you getting success or failure response? And if it’s success, can you move the goalpost far enough away from the AI to make it fail?

I have tried making a new navmesh. What I mean when saying “directly move to” is that the AI works when I use the MoveDirectlyToward function, but doesn’t even attempt to move when I am using some sort of pathfinding.

(I put them both in the behavior tree just for this screenshot)

Okay, I got you!

So it is indeed getting the target, or MoveDirectlyToward would have no effect either. So it’s a pathfinding issue.

Can you show a picture of your Navmesh when shown using the “P” key? The colorations can give clues, as well as seeking out gaps.

Screenshot 2025-10-26 010522
I think the navmesh is fine, but I am fairly new to unreal and still could be missing something.:sweat_smile:

Is it possible for your AI agent to be too big to follow or reach the player character?

Can you use Project Point to Navigation to get player’s character position and print that on screen?

I looked into project point to navigation. I’m not too sure how it works completely so I might be doing some thing wrong but the print is just saying x:0 y:0 z:0. This is the node setup I have in the character BP(the print string is just attached to event tick):

Forget my previous statement of it not being a navmesh issue. Trying to do anything with the navmesh is going wrong. I attempted to get any navigation point but it could not find anything every time.

Yea you must increase the Query Extent. You should probably provide it Nav Data reference too.

Can you get your character to move with Move to at all?

What about the Third Person Character? Can you get them to move with MoveTo?

Sorry for not replying sooner, I’ve been busy the past couple days.

To answer your question, in the past I was able to get the enemy to move the using the AI Move To node in the character BP, but when I tried to switch over to BT it stopped working. I’ve even tried to go back to the old version in the character BP and that also does not work anymore.

I keep looking at that first video.
Have you tried lowering the size of the enemy to being the size of the player? It’s a possibility that it’s being blocked by the ceiling!

Also the “Project Point to Navigation” is a bit complicated to use, but at the very least the query extent has to be able to reach the ground from the capsule component.

Try changing the Query extent to 0,0,200 (or it might be 0,0,-200)

I don’t believe it’s the size of the enemy since I have tried the same AI controller on other characters. I also just tried to use the AI Move To Character BP I talked about in the previous post and that also didn’t work. I think I might’ve accidently messed with a project setting or something and that’s what’s causing the problem.


(the Character BP method I am talking about)

I figured out that there was something wrong with the level that I was using, I didn’t figure out the exact issue but that was just a testing level so I just stopped using it. I created a new level and it was working. Thank you to everyone who replied to the post.
I am sorry that was never a true explanation for the issue but I have to continue working on this project :sweat_smile: . If somebody now knows the answer Ill put that as the solution but if nobody does I’ll just end this thread with this post being the solution.

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