# Character Movement, Pathfinding and Avoidance

**URL:** <https://forums.unrealengine.com/t/character-movement-pathfinding-and-avoidance/380115>\
**Category:** Character & Animation\
**Tags:** pathfinding, unreal-engine, avoidance, question\
**Created:** [December 24, 2016, 8:49am UTC](https://forums.unrealengine.com/t/character-movement-pathfinding-and-avoidance/380115 "2016-12-24T08:49:23Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![MaxPower42](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Post date:** [December 24, 2016, 8:49am UTC](https://forums.unrealengine.com/t/character-movement-pathfinding-and-avoidance/380115/1 "2016-12-24T08:49:23Z")

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I just enabled avoidance for my NavMesh-bound characters for the first time.

To be honest, I find the results less than impressive… Characters move in weird ways or circle around when they get close to each other. They also walk off edges all the time.

I tried different values for the consideration radius, but without improvement.

So my question is: does this always happen when I use avoidance or are there settings that will make character movement more “natural” and force them to stay on the NavMesh? Otherwise I would rather disable “inter-character” collisions entirely.
