# AI tries to walk through walls

**URL:** <https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142>\
**Category:** AI\
**Tags:** unreal-engine, question\
**Created:** [September 8, 2024, 6:15pm UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142 "2024-09-08T18:15:55Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![klaomon1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@klaomon1](https://forums.unrealengine.com/u/klaomon1)\
**Post date:** [September 8, 2024, 6:15pm UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142/1 "2024-09-08T18:15:55Z")

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Hi guys, I’ve created an AI that has 2 states. The first one is the chase state that chases the player when the AI character sees it. The second one is, the “Move to random location” state. When the AI is in the move to random location state it tries to walk through walls. How can I fix it?

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**Author:** ![Frenetic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/frenetic/32/1142542_2.png) [@Frenetic](https://forums.unrealengine.com/u/Frenetic)\
**Post date:** [September 8, 2024, 6:21pm UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142/2 "2024-09-08T18:21:12Z")

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Check out the various ways you can tell your AI about things in the world. It sounds like you don’t have a navmesh set up? There are other kinds of navigation tools/aids you can put into the world to help your AI find it’s way about.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/d/3ad84a36faff95a7d7a681aa85c1038194c99f7b.jpeg "Unreal Engine 5 Tutorial - Navigation Invokers") ](https://www.youtube.com/watch?v=Yvs9DpZi3dA)

> [@NavMesh: A Comprehensive Series on Generation and Implementation](https://forums.unrealengine.com/t/navmesh-a-comprehensive-series-on-generation-and-implementation/1244090):
>
> Hi Unreal community, I am starting a free technical series on NavMesh generation and usage in Unreal. This series is a part of my [Substack](https://www.unrealdoc.com/p/introduction) dedicated to covering UE low-level implementation details. The [first article](https://www.unrealdoc.com/p/navigation-mesh) focuses on [Recast & Detour](https://github.com/recastnavigation/recastnavigation)’s implementation for NavMesh generation. Recast is the library used by the engine when you generate a NavMesh. In the [second article](https://www.unrealdoc.com/p/navigation-mesh-static-gen) we delve into the intricacies of static NavMesh generation, exploring the key components and processes involved. You’ll g…

> **[Navigation System in Unreal Engine | Unreal Engine 5.4 Documentation | Epic...](https://dev.epicgames.com/documentation/en-us/unreal-engine/navigation-system-in-unreal-engine)**
>
> Describes the different components of the Navigation System available in Unreal Engine.

EDIT: there is also this:

> **[Environment Query System in Unreal Engine | Unreal Engine 5.4 Documentation |...](https://dev.epicgames.com/documentation/en-us/unreal-engine/environment-query-system-in-unreal-engine)**
>
> Documents the Environment Query System (EQS) and how it can be used to query the environment for data. That data can then be used to provide the AI with...

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**Author:** ![klaomon1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@klaomon1](https://forums.unrealengine.com/u/klaomon1)\
**Post date:** [September 9, 2024, 2:17pm UTC](https://forums.unrealengine.com/t/ai-tries-to-walk-through-walls/2012142/3 "2024-09-09T14:17:39Z")

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Thank you, I will check the video out. 🙂
